Warp Spawn Big Book of Games

January 28, 2017 | Author: Isaac Peter Doerksen | Category: N/A
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The WarpSpawn

Big Book O’Games Total Pages: 2363 Total Games: 602 Authors: Various & Sundry, mainly Lloyd Krassner.

Edition 29 Sep 2004 Compiled by P. Cobcroft Send corrections to [email protected]

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Introduction to Warpspawn Games Article by Tom Higgins ([email protected]), Main editor of Countermoves. There are many ways to game as there are gamers to play them. There are focused gamers who pick a theme and stick with it most of their lives. There are die hard role players, hard dice roll players and anti dice hard tech players. There are board game aficionados and card game fanatics. There are folks who like to move around the hexes and those who wont map the territory of their playing. Then there are those who like to mix it all up. Precious few resources exist for this type of gamer, one such resource though is Warp Spawn Games (http://www.angelfire.com/games2/warpspawn/index.html) Warp Spawn is home to a motley crew of game developers and players who revel in creating games as much as they do in playing them. The lead mad scientist in this laboratory of gamming is Lloyd Krassner who has been running this site since

1997. The site itself is spartan but what it lacks in graphics it makes up for in game rules. Lloyd and the Warp Spawn regulars have been churning out game rules at a break neck speed for the last few years, the count for 2001 is now over 200 and climbing. Game types range from your pure card game to your roll and move board games to hex game to role-playing to combinations of all of the above. There are lots of different types of game mechanics to choose from as well. The rule sets are broken into thematic sections; there are sections for SF, Fantasy, Historical and the infamous Other as well as a place of Universal Game Systems. More on this last one in another article. Each of these sections is further broken down by time period of subtype. Many of the rule sets you will find are mostly straight text files. Very few have any sort of graphics, maps or unit counters. These are left for others to work on. In some cases there are graphics available either as image files or as Thoth game sets. The big advantage to a Thoth game set in this case is that the individual graphical items are not hidden in the gamebox, they are available to be manipulated and customized in directories. The good news is that over time and with more people using Warp Spawn games the more ready-made graphics there are to play with. If you cant find these ready made gems for the rules set you are wanting to play then its up to you to create them and hopefully offer them up to the site so that others can use them as well. A lot of what goes on at Warp Spawn is centered on this act of causal collaboration and sharing. Sharing the games or variants you have created with the rest of the Warp Spawn crew gets the game played more and thus it becomes a better game for the playing. Play testing games is a powerful tool in the developmental cycle of a game. The act of making a game has become a game for the Warp Spawn game makers. Trying out combinations of types, tweaking rules sets, merging different mechanics and methods all are evident in the rules sets found here. You can get a glimpse of what goes on in one game developers mind on Llyod’s Brainstroming page. There is also an open channel of discussion between the users and developers. This comes in the form of a message board. It’s a simple text only web message board but it works to get the conversation and critiques flowing. A Review and Essays page gives players and developers alike a place to work out the workings of the games; the good, the bad and the ugly. Often what doesn’t work can be has helpful to making a better game as what does work. Hearing from the developer and the players is a great way to get a look into some of the games. The biggest strengths Warp Spawn has going for it is not its flashy graphics (there are none) or its professional publication ready games (these games are as raw as they come, rivaling even CheapAss Games) or even its detailed rule sets (some of these games are as abstracted from their source material as a Pollack canvas). What Warp Spawn has is a down in the muck attitude where the game comes before the detail and the developing is as much fun as the playing. It’s a schloberknocker no holds barred game development site that offers as wide a range of game styles as I have seen represented in any one place. It has a core group of members who are quick to help and very into the idea that everyone is a game developer just looking for a chance to come out and play.

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Contents Introduction to Warpspawn Games...................................... 3 Warp Spawn Games by genre.............................................. 9 The Games ......................................................................... 33 38th PARALLEL............................................................... 34 40K SKIRMISH ................................................................ 37 ABRIDGED DUNGEONS AND DRAGONS .................. 42 ADVANCED CULTURE & CONQUEST ....................... 48 ADVANCED STAR FRONTIERS ................................... 51 RPG LENSMAN ............................................................... 51 SOLO CARD AND DICE GAME .................................... 51 ADVENTURERS .............................................................. 54 ADVENTURES IN TALISLANTA.................................. 58 ADVENTURES IN WONDERLAND .............................. 70 AFRIKA KORPS............................................................... 77 AFV SKIRMISH ............................................................... 82 AFV ................................................................................... 87 AGEA ................................................................................ 93 AIR TO AIR ...................................................................... 99 AIR FARE ....................................................................... 104 ALAMO........................................................................... 108 ALIEN EMPIRES- OLD RULES.................................... 111 ALIEN EMPIRES............................................................ 118 ALIEN QUEEN BRAIN.................................................. 123 ALIEN SKIRMISH ......................................................... 125 ALIENS ........................................................................... 129 ALPHA CENTAURI ....................................................... 132 ALPHABET PIRATES ................................................... 143 ALTERNATE RULES FOR BLOODWARS ................. 146 ALTERNATE RULES FOR............................................ 147 DUNE: EYE OF THE STORM ....................................... 147 ALTERNATE RULES FOR SPELLFIRE ...................... 149 AMBER ........................................................................... 151 AMERICAN GAME HUNTER ...................................... 156 AMERICAN REVOLUTION.......................................... 159 AMULETS ...................................................................... 162 ANCIENT BATTLEFIELDS .......................................... 164 ANCIENT GENERALS .................................................. 170 ANCIENT WARFARE ................................................... 173 ANTHILL ........................................................................ 177 ARABIA .......................................................................... 181 ARC GAMMON.............................................................. 186 ARCHMAGI.................................................................... 188 ARCHON SKIRMISH..................................................... 201 ARCOLOGY ................................................................... 204 ARMY MAN BACK GAMMON.................................... 208 ARMY OF DARKNESS SKIRMISH ............................. 211 ARMY QUEST................................................................ 215 AROUND THE WORLD IN EIGHTY DAYS ............... 217 ARTIFACT: CORE RULES............................................ 221 ARTIFACT: DEPTHS OF THE EARTH SCENARIO... 226 ARTIFACT: LOST CONTINENT OF ATLANTIS SCENARIO ..................................................................... 228 ARTIFACT: MUMMYS TOMB SCENARIO................ 230 THE SHADOW OF A DARK GOD SCENARIO........... 232 ASIMOV'S FOUNDATION AND EMPIRE WAR GAME ......................................................................................... 234 ASIMOV’S FOUNDATION ........................................... 236 ASTRUM IMPERIUM.................................................... 247 ATTRITION: PORK CHOP HILL.................................. 260 ATTRITION .................................................................... 262 AUTUMN MIST ............................................................. 265 AWAY TEAM SKIRMISH............................................. 269

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AZTEC SKIRMISH......................................................... 273 BABYLON 5 EMPIRES ................................................. 281 BARON MUNCHAUSEN PLAYS CARDS................... 285 BASEBALL OUTS.......................................................... 288 BATMAN ........................................................................ 292 BATTLE DICE ADDITIONAL RULES......................... 296 BATTLE DICE ................................................................ 302 BATTLE DICE ................................................................ 308 BATTLE FOR HOTH ..................................................... 314 BATTLE FOR NABOO .................................................. 317 BATTLE FOR THE UNIVERSE .................................... 320 BATTLE MAGIC............................................................ 322 BATTLE OF BERLIN..................................................... 327 BATTLE OF THE ATLANTIC....................................... 331 BATTLE ROYALE ........................................................ 333 BATTLEFRONT ............................................................. 336 BATTLESTAR GALACTICA ........................................ 340 BATTLETECH SKIRMISH............................................ 343 BEACH HEAD................................................................ 347 BEAUTIFUL GIRLS WITH SWORDS .......................... 351 BEES................................................................................ 354 BERSERKER .................................................................. 356 BIG TROUBLE IN LITTLE CHINA SKIRMISH .......... 359 BIKER BRAWL .............................................................. 363 BIOMECHANOIDS ........................................................ 366 BIONICLE SKIRMISH................................................... 371 BIRTHRIGHT CONQUEST ........................................... 375 BLITZ .............................................................................. 382 BLOWN AWAY ............................................................. 389 BLUE VS GRAY COMBINED ARMS .......................... 391 BOER WAR..................................................................... 394 BOOM TOWN................................................................. 397 BORDERKEEP ............................................................... 402 BOX CARS...................................................................... 408 BOXER REBELLION..................................................... 410 BRITISH SUDAN ........................................................... 415 BUCCANEERS ............................................................... 419 BUCK ROGERS.............................................................. 422 BUCKAROO BANZAI ................................................... 427 BUG OUT........................................................................ 431 BUJUTSU ........................................................................ 433 BUNKER HILL ............................................................... 437 CABAL............................................................................ 442 CANNONADE ................................................................ 451 CARAVAN...................................................................... 456 CARDS OF MARS.......................................................... 459 CARDS OF WAR............................................................ 462 CARRIERS ...................................................................... 464 CASTLE SIEGE .............................................................. 467 CASTLE WOLFENSTEIN.............................................. 469 CASTLEKEEP ................................................................ 472 CAT & MOUSE .............................................................. 474 CAVE WARS .................................................................. 476 CELLULAR..................................................................... 480 CELTIC SAGA................................................................ 484 CHAIN HOME ................................................................ 489 CHALLENGE OF THE SUPERFRIENDS..................... 491 CHAMPION CHESS....................................................... 495 CHARGE OF THE LIGHT BRIGADE........................... 498 CHINESE WARLORDS ................................................. 503 CHRONOS ...................................................................... 506 CITY STATES................................................................. 510

CIVIL WAR POKER ...................................................... 518 Classic Dungeon Crawl.................................................... 520 Classic Space Opera......................................................... 527 CLINICAL STUDIES ..................................................... 531 COLONIAL EMPIRES ................................................... 534 COLONIAL FLORIDA................................................... 539 COLONIALS................................................................... 543 COMBAT DICE .............................................................. 548 COMBAT DICE .............................................................. 550 COMMODORE ............................................................... 555 COMPANY COMMANDER .......................................... 559 CONAN ........................................................................... 564 CONNEXIONS ............................................................... 569 CONQUEST OF DEMARA............................................ 571 COSMOSIS ..................................................................... 576 CRACK OF DOOM ........................................................ 579 CRIMSON SKY PRIVATEERS ..................................... 583 CRO MAGNON .............................................................. 588 CROSS & CROWN......................................................... 592 CRUSADES .................................................................... 594 CRYSTAL WARRIORS ................................................. 601 CTHULHU SKIRMISH .................................................. 602 CULTURE & CONQUEST............................................. 610 CUSTER’S LAST STAND ............................................. 615 D&D ADVENTURE SQUARES CARD GAME ........... 617 D20 RPG CHARACTER- CCG CARD CONVERSIONS ......................................................................................... 618 D20 TIME LINE.............................................................. 620 DAIMYO......................................................................... 624 DAISHO .......................................................................... 627 DANTES INFERNO ....................................................... 630 DARK CONTINENT ...................................................... 632 DARK SUN ADVENTURE............................................ 636 DARK SUN EMPIRES ................................................... 645 DARK SUN SKIRMISH ................................................. 648 DEATH RACERS ........................................................... 652 DEITY ............................................................................. 655 DENIZENS OF THE DEEP ............................................ 658 DESERT STORM SOLITAIRE ...................................... 663 DESTINY ........................................................................ 667 DESTROY THE RAIL ROAD BRIDGE ........................ 671 DEVASTATORS 2500.................................................... 673 DEVASTATORS 3000.................................................... 676 DIAMOND TRADERS ................................................... 679 DOCTOR WHO - THE KEYS OF CHRONOS .............. 681 DOCTOR WHO – THE LORDS OF TIME .................... 685 DOCTOR WHO – THE SABBATH DAYS ................... 688 DOCTOR WHO: EYE SPY ............................................ 692 DOCTOR WHO EMPIRES............................................. 694 DOCTOR WHO- REMNANT OF THE DALEKS ......... 697 DODECA......................................................................... 700 DODGE BALL ................................................................ 702 DOGS OF WAR .............................................................. 705 DOOM TROOPER EMPIRES ........................................ 712 DOUBLOONS & DRAGOONS...................................... 717 DR WHO ......................................................................... 722 DRACULAS CASTLE.................................................... 726 DRAGON POKER .......................................................... 729 DRAGON SLAYERS...................................................... 731 DRAGONLANCE COMPANIONS................................ 736 DREDD............................................................................ 739 DROP TROOPS .............................................................. 747 DUEL OF IRON.............................................................. 757 DUMBLEDORE’S ARMY ............................................. 760 DUNE CCG VARIANT .................................................. 764

DUNGEON MASTER..................................................... 765 DURABLE GOODS ........................................................ 769 DWARFLAND WARP PLAY ........................................ 771 EAGLES OF GLORY ..................................................... 772 EARTH DEFENSE FORCE ............................................ 780 EAST FRONT WEST FRONT........................................ 784 EGYPT............................................................................. 789 ELDER THINGS & OUTER GODS ............................... 791 ELEMENTAL CHESS .................................................... 796 EMPIRES OF MYSTARA .............................................. 797 EMPOREX ...................................................................... 800 ENCLAVE....................................................................... 804 ENDLESS PATROL........................................................ 809 ESCAPE FROM LA ........................................................ 812 ESKIMO .......................................................................... 816 EUROPE AT WAR ......................................................... 819 EVOLVED....................................................................... 827 F-14 TOMCATS .............................................................. 832 FABULOUS THUNDERBIRDS..................................... 835 FAIRY CIRCLE RING.................................................... 839 FALL OF FRANCE......................................................... 842 FALL OF THE AZTECS................................................. 846 FANTASY FIGHT CLUB............................................... 849 FANTASY FIGHT CLUB............................................... 854 FANTASY FIGHTERS ................................................... 859 FANTASY FLIERS......................................................... 862 FANTASY HEROES....................................................... 874 FANTASY SKIRMISH ................................................... 878 FARSCAPE THE CARD GAME .................................... 884 FAST GAME SYSTEM .................................................. 889 WARPSPAWN CONVERSIONS ................................... 889 FEDERATION ................................................................ 890 FEUDAL LORDS............................................................ 894 FEYDEN WARP PLAY.................................................. 897 FIEFS ............................................................................... 898 FIREBASE NAM ............................................................ 901 FIVE ARMIES................................................................. 903 FIX BAYONETS............................................................. 906 FLEETS OF THE IMPERIUM........................................ 909 FLOWER POWER .......................................................... 914 FOKKER ......................................................................... 918 FORTAC.......................................................................... 922 FRENCH REVOLUTION ............................................... 924 FREUDIAN SLIP ............................................................ 928 FUSILLADE.................................................................... 932 GALACTIC CIVILIZATIONS ....................................... 936 GALACTIC SUPREMACY ............................................ 940 GALAX ........................................................................... 944 GALAXIAN TREK ......................................................... 947 GALLIC WARS .............................................................. 949 GAMBLER ...................................................................... 951 GAMMA CHESS ............................................................ 954 GAMMA WORLD .......................................................... 955 GANGS OF NEW YORK SKIRMISH ........................... 960 GENGHIS KHAN ........................................................... 963 GEONOSIS ARENA SKIRMISH ................................... 967 GERRYMANDERING.................................................... 970 GETTYSBURG ............................................................... 973 GLADIATOR SCHOOL ................................................. 976 GLADIUS MINIATURES VARIANT............................ 980 GLADIUS ........................................................................ 982 GO CHESS ...................................................................... 986 GO JOE............................................................................ 987 Goblin Quest .................................................................... 994 GOLDEN AXE .............................................................. 1000

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GOLEMS....................................................................... 1003 GRAIL ........................................................................... 1008 GRAND TOUR ............................................................. 1011 GRECOS........................................................................ 1013 GREEK FIRE ................................................................ 1016 GREEK HEROES.......................................................... 1021 GREEN PLASTIC MASSACRE................................... 1024 GROGNARDS............................................................... 1026 GROUND WAR 3000 ................................................... 1029 GUILD MASTER.......................................................... 1032 GUNDAM WING.......................................................... 1038 GUNSLINGERS............................................................ 1044 HACK & SLASH .......................................................... 1048 HARRY POTTERS FIRST YEAR ADVENTURE ...... 1051 HASTINGS.................................................................... 1054 HE-MAN SKIRMISH ................................................... 1057 HEART PATIENT ........................................................ 1062 HEAVY METAL MAYHEM........................................ 1068 HERCULES & XENA................................................... 1071 HIGH SEAS FLEET...................................................... 1074 HOGWARTS................................................................. 1079 HOLYQUEST ............................................................... 1083 Hunt The Wumpus......................................................... 1087 HUSCARL..................................................................... 1089 ICE LORDS................................................................... 1092 ILLUMINATI NEW WORLD ORDER........................ 1095 IMMORTALS ............................................................... 1097 IMPERIOUS.................................................................. 1103 IN NOMINE .................................................................. 1106 IN THE NAM ................................................................ 1110 INCAL ........................................................................... 1113 INTERSTELLAR PIG................................................... 1118 INTERZONE ................................................................. 1123 INTO THE VALLEY OF DEATH................................ 1127 IRAN-IRAQ WAR ........................................................ 1130 IRON FANTASY CHEF ............................................... 1135 JAIL BREAK................................................................. 1137 JAPANESE SWORDS .................................................. 1140 JAVELIN....................................................................... 1144 JAWS............................................................................. 1146 JEDI WARP DUEL ....................................................... 1149 JERUSALEM 70 AD..................................................... 1153 JORUNE ........................................................................ 1156 JOUST ........................................................................... 1166 JUGGER WARP PLAY ................................................ 1168 JUGGER ........................................................................ 1170 JUTLAND ..................................................................... 1178 KILTS & CLAYMORES .............................................. 1181 KINGS GAMBIT .......................................................... 1184 KINGS HAND............................................................... 1185 KINGS MEN BACKGAMMON................................... 1187 KINGS OF HYBORIA .................................................. 1189 KNAVES & KNIGHTS................................................. 1200 KNIGHTS & CASTLES................................................ 1204 KRULL QUEST ............................................................ 1208 KUNG FUSION ............................................................ 1211 LAND WAR IN ASIA................................................... 1216 LEGEND OF THE FIVE RINGS SKIRMISH .............. 1219 LENSMAN .................................................................... 1223 LEPANTO ..................................................................... 1224 LIGHT SABER DUEL .................................................. 1227 LIGHTER THAN AIR WARFARE .............................. 1228 LINEAR PROGRESSION............................................. 1232 LUNAR CONQUEST ................................................... 1233 LUNATECH WARP PLAY .......................................... 1236

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MAD SCIENTISTS ....................................................... 1237 MAGIC ENCOUNTERS............................................... 1240 MAGUS ......................................................................... 1242 MALTA CONVOY ....................................................... 1246 MAN O'WARP .............................................................. 1249 MANIFESTO DESTINY............................................... 1252 MANIFESTO................................................................. 1254 MARCH ON ROME...................................................... 1259 MARTIAN CLOUDSHIPS ........................................... 1264 MARTIAN INVASION................................................. 1267 MASS WARFARE ........................................................ 1270 MASTER OF VENICE.................................................. 1274 MASTERS OF THE UNIVERSE.................................. 1278 MATRIX REPLAY ....................................................... 1283 MAYAN METROPOLIS .............................................. 1289 MEDIEVAL KEEP........................................................ 1291 MEGA TANK................................................................ 1296 MEGAZILLA ................................................................ 1298 MEGIDDO 1918............................................................ 1301 MEK LEADER.............................................................. 1305 MEKA TAC................................................................... 1310 MELEE .......................................................................... 1315 MEN IN BLACK ........................................................... 1317 MEN OF SUMER.......................................................... 1321 METALANDS WARP PLAY ....................................... 1324 METHUSELAH ............................................................ 1326 MIAMI BEACH ............................................................ 1329 MIDDLE EARTH EMPIRES ........................................ 1332 MIDWAY ...................................................................... 1335 MIGHTY MAGICS ....................................................... 1339 MILITIA GROUPS........................................................ 1342 MINIONS ...................................................................... 1345 MISSION IMPROBABLE ............................................ 1351 MOBSTERS .................................................................. 1357 MONSTER BRAWL ..................................................... 1362 MORIA SKIRMISH ...................................................... 1366 MOTALA STROM........................................................ 1369 MUJAHEDDIN ............................................................. 1370 MURPHY'S LAWS OF COMBAT OPERATIONS...... 1373 MUSEUM OF FINE ARTS ........................................... 1375 MUSKETEER SKIRMISH............................................ 1378 MUTANT TROLLS WARP PLAY............................... 1381 MUTOG......................................................................... 1382 MYTH DIMENSIONS .................................................. 1387 NAPOLEONIC EMPIRE .............................................. 1396 NAPOLEONIC SOLITAIRE......................................... 1399 NARNIA SKIRMISH .................................................... 1401 BY C. GERARD LUFT ................................................. 1401 NATIONALIST CHESS................................................ 1403 NATIONS AT WAR ..................................................... 1404 NAVAL DUEL .............................................................. 1408 NAVAL ENGAGEMENT ............................................. 1411 NOIR.............................................................................. 1413 NORSE ODYSSEY ....................................................... 1416 OPERATION BLITZKRIEG......................................... 1420 ORBITAL ESCALATION ............................................ 1427 ORCLAND 12 A.C........................................................ 1429 ORKWORLD QUEST................................................... 1431 OUT WORLDS RPG..................................................... 1436 OVERLORDS................................................................ 1438 OZ QUEST .................................................................... 1440 PALADIN IN HELL...................................................... 1442 PANTHEONS................................................................ 1444 PANZER........................................................................ 1447 PAWNSHOP.................................................................. 1451

PEARL HARBOR ......................................................... 1454 PERIPLUS..................................................................... 1457 PHARMACY NOTES ................................................... 1459 PHASERS...................................................................... 1465 PHOENICIAN SEA TRADER...................................... 1468 PIRATE ISLAND.......................................................... 1470 PIRATE WAR ............................................................... 1472 PIRATICAL................................................................... 1477 PIZZA PIE MAKER...................................................... 1480 PLANE WARS .............................................................. 1482 PLANET BUSTERS...................................................... 1490 PLAYGROUND SKIRMISH ........................................ 1492 PLAYSETS.................................................................... 1494 POINT OF NO RETURN.............................................. 1495 POMERIUM.................................................................. 1501 POW .............................................................................. 1507 POWER RANGERS...................................................... 1509 POWER UP ................................................................... 1514 PRIMEA RPG................................................................ 1516 PROTECTING THE SKIES.......................................... 1526 PSIONICA..................................................................... 1528 PSYCH WARD ............................................................. 1531 PU PU PLATTER.......................................................... 1536 PUNIC WARS COMBINED ARMS ............................ 1537 QADESH ....................................................................... 1540 QUARKS....................................................................... 1544 QUEST FOR THE GRAIL............................................ 1547 QUEST FOR THE OLD ONES..................................... 1549 QUICKIE FIGS ............................................................. 1554 QUIDDITCH CUP ........................................................ 1557 RABBIT RUN ............................................................... 1560 RAGING GUN BATTLE .............................................. 1563 RAGNAROK................................................................. 1567 RANGE WAR ............................................................... 1569 RAVENLOFT QUEST.................................................. 1572 READY AIM FIRE ....................................................... 1578 READY FENCE ............................................................ 1585 REAL TIME CARNAGE .............................................. 1588 REBEL SPACE ............................................................. 1590 RENAISSANCE FAIR.................................................. 1594 RESERVE CHESS ........................................................ 1598 REVOLUTION.............................................................. 1599 RING WAR ................................................................... 1603 ROBOTECH SKIRMISH.............................................. 1608 ROCKETS & RAYGUNS- OPERATIONAL............... 1614 ROCKETS & RAYGUNS- ROLEPLAYING............... 1616 ROCKETS & RAYGUNS- SKIRMISH........................ 1622 ROCKETS & RAYGUNS- STRATEGIC..................... 1625 ROLLING THUNDER ........................................ 1628 ROME IS BURNING .................................................... 1631 RULES OF WAR .......................................................... 1634 WARPSPAWN RULES OF WAR ................................ 1637 RULES OF WAR .......................................................... 1643 RUSSO-GERMAN WAR.............................................. 1656 RUSSO-TURKISH WAR.............................................. 1659 SAILOR MOON............................................................ 1663 SAMURAI QUEST ....................................................... 1667 SAN JUAN HILL .......................................................... 1671 SATAN'S FOLLY ......................................................... 1674 SCOOBY DOO MYSTERY GAME............................. 1679 SCORE .......................................................................... 1681 SCORTCH..................................................................... 1684 SEA BATTLES ............................................................. 1689 SEA INTERCEPT ......................................................... 1691

SEVEN SAMURAI SKIRMISH ................................... 1695 SHARED UNIVERSES................................................. 1698 SHERWOOD................................................................. 1704 SHIPS OF THE LINE.................................................... 1707 SHOT, SHELL & GRAPE............................................. 1709 SILVER SURFER ......................................................... 1713 SIMULCHESS............................................................... 1716 SINO-JAPANESE WAR ............................................... 1717 SKYIE WARP PLAY.................................................... 1721 SLIMED......................................................................... 1722 SMART GAMING ........................................................ 1723 SOAPBOX..................................................................... 1727 SOLAR INVASION 2100 ............................................. 1729 SOLITAIRE CONQUEST............................................. 1732 SOLO RULES FOR MYTHOS ..................................... 1735 SOMALIA 93 ................................................................ 1737 SORCERY CHESS........................................................ 1741 SPACE 1889 EMPIRES ................................................ 1744 SPACE BASE................................................................ 1747 SPACE BLAST ............................................................. 1751 SPACE CRUISERS ....................................................... 1756 SPACE CRUISERS ....................................................... 1760 SPACE FURY ............................................................... 1764 SPACE INSURRECTION ............................................. 1773 SPACE PROGRAM ...................................................... 1778 ACTION DECK SPACE SCOUT RULES.................... 1782 SPACE SCOUTS: NON-CARD VERSION.................. 1784 SPACE SCOUTS........................................................... 1789 SPACE STATION ALPHA........................................... 1795 SPACEHOLE ................................................................ 1799 SPECTRUM .................................................................. 1804 SPEED RACER ............................................................. 1805 SPELLJAMMER SKIRMISH ....................................... 1809 SPELLJAMMER ........................................................... 1815 SPICE RAID.................................................................. 1822 SPIDER-MAN ............................................................... 1825 SQUAD.......................................................................... 1828 STAKK CHESS............................................................. 1834 STAR COMMAND ....................................................... 1835 STAR CRAFT SPAWN................................................. 1839 STAR FIEFS.................................................................. 1844 STAR FLEETS .............................................................. 1850 STAR TREK RPG ......................................................... 1857 SOLO CARD AND DICE GAME ................................ 1857 STAR WARS CAMPAIGN........................................... 1861 STARWARS DOGFIGHT ............................................ 1864 STAR WARS FLEETS.................................................. 1867 STAR WARS- A NEW HOPE ...................................... 1871 STARMAGEDDON ...................................................... 1873 STARSHIP TROOPERS ............................................... 1875 STELLAR POKER ........................................................ 1878 STORM TROOPER....................................................... 1880 STORMBRINGER ........................................................ 1884 STRATASTAR.............................................................. 1888 STRATEGO SHOGUN ................................................. 1893 STRATEGO WWII NAVAL......................................... 1894 SUPER DICE................................................................. 1895 SUPERCRITTER SLUGFEST...................................... 1899 SUPERHERO SLUGFEST CARD COMBAT.............. 1902 SUPERHERO SLUGFEST RPG EXPANSION RULES ....................................................................................... 1905 SUPERHERO SLUGFEST............................................ 1909 SUPERMAN.................................................................. 1920 SURVIVING THE GULAG .......................................... 1924 SWAMP FIGHTERS..................................................... 1926

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SWARM ........................................................................ 1930 SWORD & SORCERY RULES .................................... 1933 SWORDS & SORCERY ............................................... 1935 SWORDS & SUCH ....................................................... 1944 TALES OF ARABIA..................................................... 1946 TANK KILLERS........................................................... 1947 TAROT WARS.............................................................. 1954 TAVERN BRAWL........................................................ 1961 TERRATAIN................................................................. 1965 TERRIBLE TALES....................................................... 1968 THE DIET GAME......................................................... 1971 THE FIRST BALKAN WAR........................................ 1974 THE GREAT TRAVELING CIRCUS GAME.............. 1978 THE HORDE................................................................. 1981 The Interface of Time .................................................... 1986 THE ISLE OF DREAD ................................................. 1991 THE MYSTIC WARRIORS OF THE PLAINS ............ 1997 THE QUEST FOR ISCANDAR.................................... 2001 THERMOPYLAE.......................................................... 2006 THIEVES GUILD ......................................................... 2008 THIRD WORLD............................................................ 2011 THIRTY YEARS WARFARE ...................................... 2014 THUNDERBOLT.......................................................... 2019 THUNDERCATS .......................................................... 2024 TIME LINE.................................................................... 2028 TITAN ATTACK .......................................................... 2033 TLACHTLI.................................................................... 2037 TLATELOLCO ............................................................. 2039 TO BOLDLY GO .......................................................... 2042 TOURNAMENT ........................................................... 2046 TRANSFORMERS SKIRMISH.................................... 2050 TRAVELLER TRADERS ............................................. 2053 TREASURE HUNTER ALTERNATE RULES............ 2058 TREASURE HUNTER DUNGEON RULES ............... 2061 TREASURE HUNTER.................................................. 2062 TRON THE CARD GAME ........................................... 2068 TROOPERS ................................................................... 2073 TUNNEL RAT .............................................................. 2075 The War in Heaven ........................................................ 2077 Troll Treasures............................................................... 2078 UNDERDARK ADVENTURES................................... 2083 UNION & CONFEDERACY ........................................ 2089 UNITED STATES......................................................... 2095 UNIVERSAL HERO ..................................................... 2097 UTOPIA......................................................................... 2098 VAMPIRE PRINCE ...................................................... 2101 VICTORIAN VILLAINS .............................................. 2105 VIETNAM AIR FURY.................................................. 2112 VIKING LOOT.............................................................. 2115 VOYAGE OF SINBAD................................................. 2117 WAR FAIR.................................................................... 2119

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WAR FOR ATLANTIS ................................................. 2121 WAR HAMMER SPACE EMPIRES ............................ 2126 WAR IN HELL.............................................................. 2131 WAR OF INDEPENDENCE......................................... 2135 WAR OVER THE REICH............................................. 2138 WARBAH...................................................................... 2143 WARGAMMON............................................................ 2152 WARP EMPIRES .......................................................... 2153 WARP EMPIRES .......................................................... 2156 WARP HAMMER ......................................................... 2157 WARP PLAY................................................................. 2178 WARP SKIRMISH ........................................................ 2179 WARPHAMMER EMPIRES ........................................ 2181 WARPQUEST RULES.................................................. 2193 WARPQUEST ............................................................... 2196 WARPSPAWN GAMES 4-PAGE PRINTING FORMAT ....................................................................................... 2197 WARPSPAWN ROLEPLAYING ................................. 2200 WARRIOR DICE .......................................................... 2205 WARRIOR RACES OF MARS..................................... 2221 WH40KARDS ............................................................... 2226 WILDCAT SOCCER..................................................... 2239 WING COMMANDER FIGHTERS ............................. 2243 WIZARD SKIRMISH.................................................... 2247 WIZARDLY .................................................................. 2251 WIZARDS & WARLORDS .......................................... 2255 WIZARDS GAME......................................................... 2268 WIZARDS SCHOOL .................................................... 2275 WIZARDS ..................................................................... 2280 WOLF PACK................................................................. 2283 WORD POKER ............................................................. 2285 WRINKLES IN TIME ................................................... 2286 WUXIA.......................................................................... 2294 WWII COMBINED ARMS........................................... 2301 WARP DUNGEONS ..................................................... 2304 X–FILES ........................................................................ 2313 X-MEN SKIRMISH ...................................................... 2318 X-PLOITS...................................................................... 2322 XANTH QUEST............................................................ 2326 YELLOW SUBMARINE .............................................. 2333 YOUNG WIZARDS DUEL .......................................... 2336 YPRES ........................................................................... 2339 ZEPPELIN BATTLES OF THE GREAT WAR ........... 2341 ZOIDS............................................................................ 2344 ZOMBIE ASSAULT ..................................................... 2348 ZOMULGUSTAR GALAX........................................... 2352 ZOO ............................................................................... 2354 ZULU SPEARS SOLO.................................................. 2357 ZULU SPEARS ............................................................. 2360 WARPSPAWN CAST................................................... 2363

Warp Spawn Games by genre Science Fiction Games Fandom: Warpspawn Conversions Space 1889 Empires - Brits on Mars. Doom Trooper Empires - Mutant Chronicles. Castle Wolfenstein - Blast Nazi Zombies with Flame Throwers. Out Worlds RPG - Classic SF. Jorune - Thriddles & Cleash & Bronth oh my! Alpha Centauri - Card Conversion. Wrinkles in Time - Fight the Good Fight Dredd - Patrol the Streets of Mega City-1. Farscape the Cardgame - by Peter Cobcroft. Babylon 5 Empires - Narns, Centauri, and Minbari. Victorian Villains - & Extraordinary Gentlemen. Matrix Replay - Neo vs Agent Smith. Buckaroo Bonzai - I speak Spanish to God, French to women, English to men, and Japanese to my horse. Bionicle Skirmish - Toa Nuva vs Rahkshi. Heavy Metal Mayhem - Hardcore SciFi Erotica. Escape from LA - Snake Plisskin does it again. Incal - A game for Moebius fans. Interstellar Pig - Game of Survival. Fabulous Thunderbirds - Lead Rescue International. Lensman - Rebel Space variant by C. Gerard Luft. Battlestar Galactica - The Cylons are coming! Star Craft Spawn - Terrans, Zerg, and Protoss. Buck Rogers - Help Buck defeat the Han Empire! Go Joe - G.I. Joe vs. Cobra. Star Command - Buzz Lightyear vs Evil Emperor Zurg.

UFO's & Government Agencies X - Files - Play as Mulder & Scully. Men In Black - Play as J & K.

Giger & Aliens Alien Skirmish - Mix it Up. Aliens - Aliens vs. Colonial Marines. Alien Queen Brain - A Space Marine adventure by Zak Biomechanoids - Giger meets CCGs.

Star Wars Battle for Naboo - Gungans vs Droids. Star Wars Fleets - Fleet Actions. Battle for Hoth - Star Wars Scenario. Star Wars Dogfight - X-Wings vs TIE Fighters. 9

Geonosis Arena Skirmish - Star Wars Scenario. Rebel Space - Evil Empire vs Rebel Heroes. Card Set Included! Jedi Warp Duel - One on One Jedi action. Light Saber Duel - "Luke, I am your father" Formula Ace Racing Pods - by Emmanuel Delva. A New Hope - by C. Gerard Luft. Star Wars Campaign - The Cosmic Sweep.

Star Trek Away Team Skirmish - Man to Man Trek Combat. To Boldly Go - First Season Star Trek Card Game. Star Fleets - Star Trek Fleet Actions. Phasers - Star Trek Fleet Actions. Space Cruisers - Fast & Fun Space Combat. Federation - Star Trek Empire Building. Star Trek - by C Gerard Luft

Tron Tron the Card Game - Erase the MCP. Tron Skirmish - Don't get De-rezzed!

Star Blazers Quest for Iscandar - We're off to Outer Space... Earth Defense Force - Star Blazers: Fire the Wave Motion Gun!

Racer Games Speed Racer - Go Speed Racer Go! Johnny Racer Storyteller - by Casey at [email protected]

Giant Robots Mek Leader - Lead your Mercenary Squad to Fame & Fortune Mekatac - Set piece Giant Robot tactical combat; Mech design rules. Mekka Advance - Advanced Mekatac by Rokendo Zoids - Take the controls of Liger Zero. Battletech Skirmish - Giant Robot Combat. Robotech Skirmish - Veritech Fighters vs Zentraedi Battle Pods. Transformers Skirmish - Autobots vs Deceptacons. Gundam Wing - Variant of Mekatac by Emil Srdoc Mega Tank - The title says it all.

Dune Dune - Atredies vs Harkonnen. Spice Raid - Man-to-Man fighting on Dune.

Wizards Wizards - Avatar vs Blackwolf. 10

Scortch -

Space Fighters Wing Commander Fighters - Kilrathi vs Terrans. Space Fury - Set piece Fighter tactical combat; Ship design rules; Pilot skills, quirks, & cool.

Space Fleets Starmageddon - Fusion of Mekatac & Galax by Matt R. at [email protected] Point of No Return - Set piece Spaceship tactical combat, Fuel & Inertia; Ship design rules. Solar Invasion 2100 - Defend the Earth from the Alien Invasion Fleet. Orbital Escalation - Low Earth Orbit Combat. Galax - Set Piece abstract Spaceship combat; Written orders to move & fire; Ship design. Berserker - Save your Planet! Devastators 2500 - Giant Interstellar Warships go head to head. Devastators 3000 - High Tech version

Space Marines Starship Troopers - Destroy the Arachnoid Threat! Drop Troops - Power Armor Miniatures Rules. Alien Queen Brain - A Space Marine adventure by Zak. Astral Dreams - Space Opera Miniature Game by C. Gerard Luft. Ground War 3000 - Mechs, Vehicles, & Infantry. Trooper - Variant by Tryvor J. Phillips

Space Empires Lunar Conquest - Fight for the Moon Astrum Imperium - Stellar Empires by Patrick Bunch Galactic Civilizations - Aid your client races. Emporex - Recruitment; Strategic conflict for 20 planets; Unique units Star Fiefs - Card Game version of Emporex. Control the Sector. Planet Busters - The Board will begin to look a little empty. Alien Empires - Use the special abilities of your race to dominate your opponents. Galactic Supremacy - Advance your Technologies. Crush your enemies. Battle for the Universe - Intergalactic Warfare by C Gerard Luft. Stratastar - Space Empires collide; Recruitment; Fast gameplay; Counter Set included! Space Insurrection - Recruitment; Very stylized unit interactions; Counter Set & Maps included!

Martial Arts Kung Fusion - Martial Arts... HiiiiiYaaaahhhhh!!! Card Set Included! Power Up - Super Powered Martial Arts Combat. Bujutso - Japanese Martial Arts.

Caped Crusaders Silver Surfer - Sentinel of the Spaceways. Challenge of the Superfriends - Justice League vs Legion of Doom Super Man - Its a bird... No, Its a plane... No, its... X-Men Skirmish - X-Men vs Sentinels. 11

Batman - Clean up Gotham City once and for all.

Super Powers Super Dice - Superhero action with just 10 dice. Mad Scientists - Death Rays & Disembodied Brains. Psionica - Psychic Combat: Mind Whips, Psionic Blasts, and Brain Burn. Power Rangers - Mighty Morphin Mayhem Thundercats - Thundercats vs. Evil Mutants Masters of the Universe - He-Man vs. Skeletor. He-Man Skirmish - Take a thwak at Skeletor. Sailor Moon - Help Sailor Moon and the other Sailor Scouts defeat the Negaverse.

Slugfest Gaming Superhero Slugfest - Design your own superhero team and pulverize your opponent. RPG Expansion Rules - by Michael Callahan Sword & Sorcery Rules - by Michael Callahan Super Critter Slugfest - Cute & Deadly Fun Superhero Slugfest Card Combat - Card game version.

Giant Monsters Megazilla - The Terror of Tokyo returns! Monster Brawl - Godzilla vs Rodan.

Mars Cards of Mars - John Carter of Mars Game. Martian Invasion - Martian Menace vs hapless humanity. Warrior Races of Mars - Martian Warbands vie for Dominance. Martian Cloudships - and Victorian Aerial Gunboats.

Aftermath Mutog - Post-Apocalypse Armies do Battle. Gamma World - Mutants Galore! Enclave - Recruit followers & Scavenge guns. Death Race - Mad Max style Vehicle combat. Zombie Assault - by Jörg Hansen.

Space Opera Space Opera Campaigns - by Patrick Bunch. Space Hole - Defend your Space Colony. Space Scouts - Explore the Mysteries of Outer Space. Classic Space Opera - by C Gerard Luft Traveler Traders - by C Gerard Luft Advanced Star Frontiers Lensman - by C Gerard Luft

Rockets & Rayguns Gaming Rockets & Rayguns Roleplaying - Live the Adventure. 12

Rockets & Rayguns Skirmish - Rescue Dale. Rockets & Rayguns Operational - Storm Ming's Palace. Rockets & Rayguns Strategic - Full Scale War on Mongo.

Warhammer Gaming 40K Skirmish - Space Marines vs Genestealers. Fleets of the Imperium - Warhammer 40K Space Fleet Action. WH40Kards - War Hammer meets Warp Spawn! Titan Attack - Get Ready to Rumble! War Hammer Space Empires - A cast of Millions.

Time Travel Time Line - Fight for Time itself. Chronos - Temporal Warfare by Zak. War in Heaven - by C. Gerard Luft The Interface of Time - Miniature Game by C. Gerard Luft

Dr Who Games Dr Who - Save the Universe again. Dr Who Empires - Daleks vs Cybermen. Remnant of the Daleks - by C Gerard Luft. The Keys of Chronos - by C Gerard Luft. The Lords of Time - by C Gerard Luft. The Sabbath Days - by C Gerard Luft.

Foundation Foundation & Empire Wargame - by C. Gerard Luft. Asimov's Foundation - Psychohistory by C. Gerard Luft.

Pulp Fiction Adventurers - 1930-1940's Pulp Cliff Hangers. Noir - Tell your own stories of crime in the Big City. Crimson Sky Privateers - Take to the skies.

Fantasy Games Featured (Newest) Games Tarot Wars - Tarot CCG Style.

Fanfic Golden Axe - Low Tech Side Scrolling Solitaire Fun. The Horde - The Return of Chauncey. Krull Quest - Defeat the Beast in his Black Fortress. Myth Dimensions - Join Aahz & Skeeve in their Madcap Adventures. Xanth Quest - Where everybody has Magic. Orkworld Quest - Humans are Dumb. 13

Hercules & Xena - Light Hearted Fare. Amber - Join the 9 Princes of Amber in their Struggles. Cabal - Mage the Ascension. Rabbit Run - In the Spirit of Watership Down. Quest for the Old Ones - By the Two Moons! An Elf Quest game! Stormbringer - Elric vs the Forces of Chaos.

Cthulhu Mythos Cthulhu Skirmish - Eight Factions Elder Things & Outer Gods - Help Cthulhu drive the Yithians off the Planet. Warp Quest Rules -

Fun, Frolicking, and Frivolous Fantasy of Old Oz Quest - Visit the Emerald City. Adventures in Wonderland - White Rabbits & Cheshire Cats. Baron Munchausen Plays Cards - Boasts & Toasts.

Card Conquests Birthright Conquest - Awnsheghlein. Ghesunteit. War in Hell - Asmodeus vs Mephistopheles. Plane Wars - Githyanki vs Mind Flayers. Mighty Magics - Can you get the Magic you need? Fantasy Heroes - Fantasy conquest made simple. BorderKeep - Defend your settlement from rampaging monsters. Destiny - Unique characters & allies share a common deck.

Magic Iron Fantasy Chef - Regenerating Troll Stew & Ice Cream Elemental. Wizardly - Increase the Prestige of your Covenant. Opus Magnum - The Philosophers Stone. By Alexander Herklotz. Wizards Game - Merlin vs Aleister Crowley Fairy Circle Ring - Will you, won't you, will you, won't you, won't you join the dance?

Chess Fantasies Knaves & Knights - Slay the Dragon & Save the Princess. Champion Chess - The objective is still the same.

Merry Old England Grail - Arthurian Legend. Quest for the Grail - The Ultimate Quest Sherwood - Robin Hood vs the Sheriff of Nottingham. Celtic Saga - Will the Bards sing of your exploits?

Greek Myths Grecos - Mythological War. Agea - Greek Mythology. 14

Greek Heroes - Retrieve the Golden Fleece

The Far East Wuxia - Chinese Sword & Sorcery Samurai Quest - Sharpen your Katana on this one. Big Trouble in Little China Skirmish -

Arabian Adventures Voyage of Sinbad - Watch out for the Minotaun! Arabia - Take on the role of Aladdin, or Ali Baba, or Sindbad in a quest for Faith, Fame, and Fortune.

Tolkien Crack of Doom - Help Frodo dump that pesky ring. Ring War - Warfare & Questing in Middle Earth. Five Armies - The Battle for Smaug's Treasure. Moria Skirmish - Fellowship vs Moria Orcs. Middle Earth Empires - Map & Recruitment. LOTR Warrior Dice - One on One Combat.

Pirates Pirate War - By Ian Milnes. Cross between Piratical, Man O' War, & Buccaneer! Pirate Island - Buried Treasure

Strategy with Recruitment Lord of the Abyss - Infernal Fun by Jason Newell Conquest of Demara - by Jiminy Bollocks. Magic Encounters - Use your Allies Special Powers. Golems - Make your Minions. Cave Wars - Subterranean Warfare. Swamp Fighters - Eat or be Eaten. Ice Lords - Northern Wargaming. Empires of Mystara - Expert D&D. Overlords - Become the one true Overlord. Magus - Fantasy warfare with a little luck. Battle Magic - Fantasy warfare done right. Warbah - Gold & Record Keeping. Archmagi - Lots of Detail. Wizards and Warlords - Abstract units with variable stats.

Contests of the Gods Immortals - D&D Style. Deity - Followers, Armies, Temples, & Miracles. Pantheons - Gathering of Gods.

Heaven & Hell 15

Paladin in Hell - Get your Holy Sword ready. In Nomine - Good & Evil. Dante's Inferno - Explore the depths of Hell with C. Gerard Luft. Satan's Folly - by Dana Darby.

Set-Piece Scenario Battle Dice - Dice are used to represent elements of Fantasy armies. Denizens of the Deep - Combat in the Abyss. Ragnarok - Units only; Norse Mythology. War for Atlantis - Spells & Units. Army Quest - Army men vs Fantasy Figs.

Skirmish Army of Darkness Skirmish - Ash vs Evil Ash. Archon Skirmish - Light vs Dark. Wizard Skirmish - Magical Battle. Fantasy Skirmish - Orcs & Dwarves, Orcs & Dwarves... Narnia Skirmish - Help Aslan defeat the White Witch. Legend of the Five Rings Skirmish - Crane vs Crab.

Minor Melees Tavern Brawl - Beer & Berserkers. Fantasy Fight Club - Retro Hack & Slash.

Miniatures Rules Minions - Fantasy Miniatures combat on a chessboard. Swords & Sorcery - Fantasy Miniatures War Gaming Rules. Juggerball - Juggernaught Design & Conflict; Several races.

Flyers Fantasy Fliers - Small unit aerial combat. Zeppelin Battles of the Great War - Romanticized Lighter-than-air Tactical combat.

One-On-One Fights Warrior Dice - Quick one-on-one Combat. Fantasy Fighters - Card Combos. Combat Dice - Fast, Furious, Lots of Dice.

Roleplaying Warp Play - Fantastic Worlds. Warp Spawn Role Playing - Aaaii! Alien Elemental Space Fungi! Beautiful Girls with Swords - Babes with Broadswords. Terrible Tales - Story telling game. Primea - Fantasy Roleplaying system. RPG to CCG Conversions - by C. Gerard Luft Abridged Dungeons & Dragons - by C. Gerard Luft 16

Vampires Vampire Prince - Vampire Politics. Draculas Castle - Play as Dracula or the Vampire Hunters. Cardset included! Methuselah - Vampire Hunting.

SpellJammer SpellJammer - Into the Phlogiston we go. Spelljammer Skirmish - AD&D in Space!

Warhammer Warp Hammer Empires - Raise your Hordes & Hosts! Warp Hammer - War Hammer Fantasy meets Warpspawn. Man-O-Warp - Man-O-War Conversion.

Conan Games Hack & Slash - Bloody Barbarian Mayhem. Conan - Create your own Tales of the Mighty Barbarian. Kings of Hyboria - War in the Hyborian Age. Counter Set included!

Harry Potter Games Dumbledore's Army - Order of the Phoenix Skirmish Game. Hogwarts - Get the most House Points. Quidditch Cup - Catch the Golden Snitch! Harry Potters First Year Adventure - Find the Sorcerers Stone. Wizard School - Get the best grades and watch out for Lightning Bolts!

Fantasy Adventures Adventures in Talislanta - Calling all Xambrian Wizard Hunters! Dragon Slayers - Throw another Dragon Steak on the Barbie. Cardset Included!

Dungeon Clearing Warp Dungeons - by Jason Newell Hunt the Wumpus - by Jason Newell Pieces for Troll Treasures Classic Dungeon Crawl - by C. Gerard Luft. Dungeon Master - Dungeon Adventuring. Card Set Included. Treasure Hunter - Adventuring parties race to acquire the most treasure.

AD&D Ravenloft Quest - The Demi-Plane of Dread Underdark Adventures - Drow & Mind Flayers Dragon Lance Companions - Kender & Draconians The Isle of Dread - Dungeon Module X1 Palace of the Silver Princess - by C. Gerard Luft 17

Dark Sun Dark Sun Empires - War for Athas Dark Sun Skirmish –m Death in the Sand Dark Sun Adventures - Psionics in the Sun

Solo Games Goblin Quest - by Dave Stattler Solo Crusade - by Zak HolyQuest - by C Gerard Luft Adventure Squares - by C Gerard Luft Solitaire Conquest - Use your troops wisely

Steel & Crystal Game System by Zak Rules Charts Scenario

Artifact: Victorian Adventure Gaming Series Artifact Core Rules The Depths of the Earth Mummys Tomb Lost Continent of Atlantis The Shadow of a Dark God - by Zak

Historical Games Pre-History Cro Magnon - Stone Age Empire Building.

Ancient Civilizations Faiths - Spread the Word. Phoenician Sea Trader - Ply the ancient Mediterranean. Culture & Conquest - Dice game. Civilization building; Published in the Academic Gaming Review! Advanced Culture & Conquest - Card Kingdoms. Imperious - Ancient Civilizations struggle for dominance. Fast & Simple. Empires - Variant of Imperious by Emmanuel Delva

Ancient Warfare Ancient Battlefields - Command & Control. Ancient Generals - Two armies clash. Complete with Elephants, Chariots & Catapults. Ancient Warfare - To War!!!!!

Ancients: Egypt & the Fertile Crescent Men of Sumer - Conquer all of Sumeria. Map Included. 18

Egypt - Dynasty building in ancient Egypt. Qadesh - Hittites vs Egyptians.

Ancient: Greeks Thermopylae - Battle at the Mountain Pass. City States - War and Politics in Ancient Greece. Greek Fire - Fleets of Biremes and Triremes in action. Periplus - Greek Naval Warfare.

Ancient: Roman Empire Rome is Burning - When in Rome... March on Rome - The work of Caesar is never done. Pomerium - Variant of March on Rome by Steven Cranmer.

Ancient: Roman Wars Punic Wars Combined Arms - Scipio vs Hannibal. Gallic Wars - Caesar vs Vercingetorix. Jerusalem 70 AD - Will it be a setback for the Romans?

Ancient: Gladiators Gladius - Roman Gladiators fight to the death in the arena. Gladiator School - Supplement to Gladius. Gladius Miniatures Variant - by Patrick H. Lewis.

Ancient & Medieval: Nordic Viking Loot - Loot & Pillage the most. Huscarl - Norse Tribes. Norse Odyssey - Viking Adventure by Markus Salo. Map included!

Ancient & Medieval Asian Three Kingdoms Combined Arms - Conquer China. Genghis Khan - Conquer Central Asia. Solo. Daisho - Japanese Sword Duel. Land War in Asia Daimyo - 14th Century Japanese bloodshed. Seven Samurai Skirmish - Recreate the last Battle Sequence. Japanese Swords - Wargame set in Feudal Japan.

European Medieval Games Tournament - Win the Most Contests. Joust - Take up your Lance good knight. Melee - A Smashing good time!

European Medieval Strategy Kilts & Claymores - Feuding Scottish Clans Skirmish. 19

Hastings - Normans vs Anglo-Saxons. Feudal Lords - Expand your Barony. Knights & Castles - Build & Destroy. Guild Master - Build a Medieval town; Published in the Academic Gaming Review! Castle Siege - Simple 8 X 8 Wargame. Castle Keep - Medieval Siege and Conquest. Medieval Keep - Defend your lands from the invading hordes.

Medieval Middle Eastern Games Lepanto - Great Galley Naval Battle of 1571. Crusades - Brave Knights compete for the riches of the Holy Land. Thieves Guild - Rival Guilds compete for gold and members.

Age of Gunpowder Master of Venice - Renaissance. Doubloons & Dragoons - Recruitment; Control cities, establish trade routes, build armies. Thirty Years Warfare - Take on Tilly and Spinola.

Tactical Black Powder Napoleonic Solitaire - Easy to make, play. Muskets - Micro-deck card game. Musketeer Skirmish - Parry, cut, thrust! Grognards - Napoleonic Men, Guns & Horses. Cannonade - Set Piece; Cannons, Cavalry, & Infantry; Counter Set included! Fusillade - Press the attack or wait for the right moment? Shot, Shell & Grape - Warfare in the Napoleonic style. Ready Aim Fire - Improved version of SS&G by Ian Milnes. Cardset included! Eagles of Glory - Variant of RAF by Alexander Herklotz. Over 400 Historically accurate units!

Charge Variants Into the Valley of Death - Charge of the Light Brigade Charge of the Light Brigade - Into the Valley of Death.

Age of Imperialism Europe at War - Warp Empires Module Colonial Empires - Empire Building 1600-1850. British Sudan - Mahdists vs Anglo-Egyptians. Zulu Spears - British-Zulu battle simulation; Published in the SGS Strategist! Card Sets Included. Aztec Skirmish - Conquistadors vs Aztecs. Fall of the Aztecs - Aztecs vs Conquistadors. Colonial Florida - Build your Empire in the Sun. Dark Continent - Lead your colonial Empire to greatness. Published by Schutze Games!

Wooden Ships Commodore - Micro-Deck card game. Blown Away - War at Sea. Ships of the Line - Sail your Fleet to victory! 20

Naval Duel - Old Navy tactical action.

Pirates Buccaneers - Boarding Action. Piratical - Circular Board; Plunder, Fight, & Navigate.

Early America Colonials - Pilgrims & Puritans. Bunker Hill - Don't Shoot Till you see the Whites of their Eyes. War of Independence American Revolution - Don't Tread on Me!

The French Connection French Revolution - Reform France. Napoleonic Empire - Give me Empire or give me Elba! Cards, Counters, and Map included!

Cowboys & Indians The Mystic Warriors of the Plains - Lead your Brave to Greatness! Gunslingers - of the Old West. Range War - Feuding Land Barons. Boom Town - Wild West. Use Gunslingers to do your dirty work. Custer's Last Stand - Red Man's Revenge.

American Civil War Blue vs Gray Combined Arms - Pure Strategy. No dice or cards. Union & Confederacy - Warp Empires Scenario. Civil War Poker - Ante up boys. Gettysburg - The Turning point of the Civil War. Duel of Iron - Civil War Era Ironclads duke it out. Gangs of New York Skirmish - Death in 5 Points.

Pre-WWI Boer War - South Africa 1899. Alamo - Victory or Death! San Juan Hill - Replay your favorite battle of the Spanish American War. Russo-Turkish War - 1877. The First Balkan War - Balkan League vs the Ottoman Empire. Boxer Rebellion - Race of 4 Foreign Armies in China; Just before WWI. Map & Counters included.

WWI WWI Combined Arms - Pure Strategy. No dice or cards. Stormtrooper - WWI trench fighting. Solo. Ypres - Who will lead your men? A game by Markus Salo. Card Set included! Megiddo 1918 - Help Lawrence of Arabia fight the Turks. Jutland - The great sea battle of WWI. Attrition - Trench Warfare; Published in the SGS Strategist! Card Set Included! 21

Fix Bayonets - Man to Man fighting in the Argonne Forest. High Seas Fleet - Simple WWI Naval Combat Rules. Fokker - Sopwith camel vs Fokker. Card & Counter Set included.

Post WWI Reds & Whites - Russian Civil War. Chinese Warlords - Chaos in China.

WWII Strategic Nations at War - Pick your Country. East Front West Front - WWII in less than an hour! Russo-German War - Abstract Barbarossa. Sino-Japanese War - Three player Game. Cards of War - Strategic WWII motif.

WWII Operational Afrika Korps - The Desert Fox vs The Desert Rats. Battle of Berlin - Be the First to Hitler's Bunker. Fall of France - Invade the Low Countries. Solo. Beach Head - Normandy Beach Landings. Solo. Autumn Mist - Battle of the Bulge. Janne's Cardset Mass Warfare - Recruitment & Resources; WWII Tech.

WWII Sea Naval Engagement - Micro-Deck Game Battle of the Atlantic - Tactics, Tonnage, & Technology. Pearl Harbor - A Day that Will Live in Infamy. Solo. Sea Battles - Abstract set piece. Counter Set Included! Midway - Set Piece Dice game; WWII Carrier battle simulation; Counter Set & Flowcharts included! Wolf Pack - U-boat attacks on allied convoys in WWII; Published in the SGS Strategist! Carriers - Skirmish rules. Cardset available! Malta Convoy - Operation Pedestal. Solo.

WWII Air Chain Home - Battle of Britain by Mike Marinos. Solo. Blitz - Fight the Battle of Britain; Card Set included! War over the Reich - Bomb Nazi Germany

WWII Tactical Battlefront - Card Game. WWII Combined Arms - Pure Strategy. No dice or cards. Company Commander - Deploy your Squads carefully. Operation Blitzkrieg - WWII Ground combat. Tank Killers - Panthers vs Shermans 1945; Card Set included! Panzer - WWII Tank warfare. 22

WWII Squad Level Destroy the Rail Road Bridge - Finnish Army Recon by Marcus Salo. Way of the Warrior - Small unit missions by Zak. Solo. Endless Patrol - GIs vs Wehrmacht. Solo. Squad - WWII small unit tactics simulation. Two different Card Sets available! Green Plastic Massacre - Combat rules for plastic army men.

Korean War 38th Parallel - The Forgotten War. Pork Chop Hill - By Joe Nixon.

Modern POW - Prisoner of War Solitaire. Surviving the Gulag - Another Russian Winter by Marcus Salo Biker Brawl - Hell on Wheels. Raging Gun Battle - Guns!!!!!!! Cat & Mouse - Terrorism and Counter Terrorist Measures. Mission Improbable - Don't let your agents get captured. Mobsters - Build up your criminal organization. Third World - Simulation of a developing nation. Manifesto - Rival Ideologies vie for World Domination in the 20th Century.

Vietnam In the Nam - Vietnam Platoon level Search & Destroy Firebase Nam - Vietnam. Vietnam Air Fury - By Joe Nixon. Variant of Space Fury. Tunnel Rat - Vietnam. Bluffing game for 2 players. Rolling Thunder - Bombing Mission. Vietnam War

Modern Military Somalia 93 - Blackhawk Down. Militia Groups - Ethnic Cleansing. Air to Air - Modern Jet Fighter Combat. AFV - Armored Fighting Vehicles. AFV Skirmish - Move & Shoot. Sea Intercept - Alpha Bravo we have Bogies... Thunderbolt - Fly your A-10 Thunderbolt II Warthog on Close Air Support Duty. Dogs of War - Lead your Mercenaries to fame and fortune. Revolution - Simulates a coup in a developing nation.

Middle-Eastern Modern Military Iran-Iraq War - 1980-1988 Mujaheddin - USSR vs Afghanistan 1979-1988 F-14 Tomcats - Middle East Bombing Run. By Markus Salo Protecting the Skies - Defend your Dictatorship. By Markus Salo Desert Storm Solitaire - Patriots vs SCUDS. 23

More Games Featured Game Eskimo - Raw Seal for dinner again? The Great Machine - by Peter Cobcroft

Other Sections Great Moments in Gaming - Game Reports & Humor Links. Game Reviews & Essays - From the Peanut Gallery. Warpspawn Cast - The Few the Proud. The Big Book of Games - Yes, all of them!

Even More Games Solo Games - and conversions. Universal Game Systems WarpQuest - Artifact gaming page. Warp Skirmish - Board & Card Wargames. Warp Empires - Board & Card Wargames. Warp Play - Roleplaying Concepts.

Chess Variants Nationalist Chess - Each Nation has one special rule. Kings Gambit - A Game of Luck & Skill. Elemental Chess - Earth, Air, Fire, & Water do battle. Go Chess - Go style setup followed by chess play. Reserve Chess - Deploy men from your reserve during play. Sorcery Chess - 100+ spells; Move or cast a spell. Battle Royale - Strategic & Tactical Boards; Variant chess pieces. Gamma Chess - The goal is not to capture but to occupy opponents last rows. Simulchess - Simultaneous moves, written orders. Stakk Chess - Stack pawns to make more powerfull pieces.

Backgammon Variants Kings Men Backgammon - Knights & Archers. Army Man Backgammon - Pull out the Plastic. Arc Gammon - Circular board. Modifier die. Multiple Victory Conditions. Slimed - Ghostbusters vs. Ghosts. Wargammon - Backgammon variant using chessboard. Space Blast - Uses cards and a Sci-Fi theme. Sea Battles - WWII Theme. Counter set included!

Gin & Poker Variants American Game Hunter - What's for dinner? Spectrum - ROYGBIV Kings Hand - Many combos. 13 Suites. Spider-Man - Ante up Web Slingers. Dragon Poker - Special Deck; Build fearsome Dragons to overcome your opponents. 24

Stellar Poker - Special Earth Sun Moon Solar System Deck. Word Poker - Make words, score points.

Stratego Variants Stratego Shogun - Thats Daiyamo not Marshal. Stratego WWII Naval - Battleships and Carriers. Card Set included!

Economic Games Utopia - Your Island Paradise. Tlatelolco - Aztec Market Place. Caravan - Game of Arabian Middlemen. Diamond Traders - Trade for the best possible stones. Air Fare - Build your own Airline. War Fair - 1980's Arms Dealers. Here's your chance to be a Death Merchant. Space Base - Rival colonies compete for space & revenue. Durable Goods - Buy, produce, sell; Published in the Academic Gaming Review!

Placement Games Mayan Metropolis - Palaces & Pyramids. Miami Beach - Game of Hotel building. Cross & Crown - Game of careful placement. Fiefs - Place your pawns to control lands and accumulate gold. Terratain - Place your structures to score the most points.

Space Exploration Space Program - Develop the Solar System. The Great Space Race - by Brian Peterson Space Station Alpha - Help construct the ISS.

Abstract Strategy Bug Out - Get 3 in a row. Fortac - Use cards to make positional combos. Motala Strom - 1-D Strategy by Marcus Salo. Tlachtli - Aztec Ball Court. Swords & Such - Blend of Chess & Backgammon. Dodeca - Similiar to chess. Dice are used as pieces. Linear Progression - Fill more of the board.

Travel Theme Games Around the World in 80 Days - God Speed Globe Trotters! Grand Tour - Match vehicles with routes to visit the most cities.

Politics Soap Box - "If I was President I would..." Gerrymandering - Redraw the district lines to win the election; Published in the Academic Gaming Review! 25

Sports Games Dodge Ball - Dodge, Duck, Dip, Dive, & Dodge. Ready Fence - En Garde! Baseball Outs - Take me out to the Ballgame! Javelin - Track & Field Wildcat Soccer - Gooooooooooaaallllll!!!!!!!!!!!

Kids Games Young Wizards Duel - Math Skill Builder. Alphabet Pirates - For Literate Pirates. Play Ground Skirmish - Water Balloons & Tittie Twisters! Scooby Doo Mystery Game - Zoinks! United States - Vermont is next to what? Play Sets - Arts & Crafts Idea. Pizza Pie Maker - Fresh from the oven! The Great Traveling Circus Game - Three Ring Fun! Bees - Make the most honey.

Dice Games Box Cars - Train Game.

Liberal Arts Museum of Fine Arts - Acquire the most Important Collections. Universal Hero - Ala Joseph Campbell. Arcology - For Paolo Soleri Fans. Renaissance Fair - Don't miss the Live Chess Match! The Diet Game - The last 10 pounds is the hardest. Jaws - Man Eating Fun! Pu Pu Platter - You'll want to play again in 30 minutes. Movie Scripts - I'm ready for my closeup Mr. De Mille. Freudian Slip - Relax. Tell me about your mother. Flower Power - The 60's Experience. Connexions - Based on the idea of the Glass Bead Game by Herman Hesse.

Adult Content Games Pawnshop - It is what it is. Gambler - You can't win if you don't play. Interzone - Naked Lunch Fare. Xploits - You asked for it. Score - Days of Beer and Mailbox Baseball. Jail Break - Running from the Law by Marcus Salo.

Deduction Games Amulets - By Jörg Hansen

Physical Sciences 26

Cosmosis - Astro-Physics Quarks - High Energy Physics

Biology Ant Hill - Lead your colony to domination of the backyard. Zoo - Whose Zoo's the best Zoo? Swarm - Which swarm will dominate? Evolved - Board Game: Be fruitfull and multiply. Cellular - Card Game: Make combos of biological concepts.

Medical Clinical Studies - Publish or Perish. Psych Ward - Game of Psychopharmacology. Heart Patient - Card Game: Survive the longest. Pharmacy Notes - Not a game.

CCG Alternate Rules Illuminati: New World Order CCG - Rules for Solitaire play. Dune: Eye of the Storm CCG - Rules for Common Deck play. Dune CCG Variant Solo Rules - by C Gerard Luft. Mythos: The Cthulhu CCG - Rules for Solo play. SpellFire CCG - Rules for Common Deck play. BloodWars CCG - Rules for Common Deck play.

PBEM PBEM - Play by e-mail rules and conversions.

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Game Publishing Dates 09/27/04 Europe at War (Historical) 09/21/04 Real Time Carnage (Universal Games) by Matt & Ross 09/20/04 Silver Surfer (SF) 09/19/04 Space Program (More Games) 09/18/04 Space 1889 Empires (SF) 09/16/04 Doom Trooper Empires (SF) 09/13/04 Doctor Who Empires (SF) 09/13/04 Dark Sun Empires (Fantasy) 09/12/04 Dark Sun Skirmish (Fantasy) 09/09/04 Yellow Submarine (More Games) 09/08/04 Castle Wolfenstein (SF) 09/08/04 Golden Axe (Fantasy) 09/06/04 Eskimo (More Games) 09/06/04 POW (Historical) 09/06/04 Napoleonic Solitaire (Historical) 09/01/04 Faiths (Historical) 08/30/04 AFV Skirmish (Historical) 08/25/04 Alien Skirmish (SF) 08/22/04 Tarot Wars (Fantasy) 08/20/04 The Great Machine (More Games) by Peter Cobcroft 08/16/04 Lepanto (Historical) 08/08/04 Utopia (More Games) 08/06/04 Wuxia (Fantasy) 08/02/04 The Horde (Fantasy) 08/02/04 Young Wizards Duel (More Games) 08/01/04 Cthulhu Skirmish (Fantasy) 07/26/04 Kings Men Backgammon (More Games) 07/24/04 Colonials (Historical) 07/19/04 Alphabet Pirates (More Games) 07/13/04 Bunker Hill (Historical) 07/11/04 Museum of Fine Arts (More Games) 06/27/04 Out Worlds RPG (SF) 06/24/04 Ancient Battlefields (Historical) 06/22/04 Battlefront (Historical) 06/20/04 Dodge Ball (More Games) 06/18/04 Lunar Conquest (SF) 06/14/04 Jorune (SF) 06/08/04 Alpha Centauri (SF) 05/31/04 The Great Space Race (More Games) by Brian Peterson 05/29/04 Wrinkles in Time (SF) 05/16/04 Dredd (SF) 05/11/04 Warp Dungeons (Fantasy) by Jason Newell 05/03/04 Gangs of New York Skirmish (Historical) 04/27/04 Ready Fence (More Games) 04/25/04 Baseball Outs (More Games) 04/24/04 Javelin (More Games) 04/22/04 Farscape (SF) by Peter Cobcroft 04/19/04 Babylon 5 Empires (SF) 04/18/04 Bug Out (More Games) 04/17/04 Hunt the Wumpus (Fantasy) by Jason Newell 04/16/04 Connexions (More Games) 04/16/04 Conceptions Retired 04/14/04 Trooper (SF) by Tryvor J. Phillips 04/11/04 Commodore (History) 04/11/04 Naval Engagement (History) 04/11/04 Muskets (History) 04/07/04 Krull Quest (Fantasy) 04/05/04 Goblin Quest (Fantasy) by Dave Stattler 04/04/04 Fortac (More Games) 04/02/04 Victorian Villains (SF) 03/26/04 Myth Dimensions (Fantasy)

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03/12/04 Xanth Quest (Fantasy) 03/06/04 Official Warpspawn Positions (More Games) 03/06/04 Mayan Metropolis (More Games) 03/05/04 Troll Treasures (Fantasy) by Jason Newell 03/04/04 Ant Hill (More Games) 03/02/04 Ravenloft Quest (Fantasy) 02/25/04 Oz Quest (Fantasy) 02/22/04 Big Trouble in Little China Skirmish (Fantasy) 02/19/04 Birthright Conquest (Fantasy) 02/15/04 Tournament (Historical) 02/14/04 Orkworld Quest (Fantasy) 02/09/04 Dark Sun Adventures (Fantasy) 02/03/04 Underdark Adventures (Fantasy) 01/31/04 Magic Encounters (Fantasy) 01/29/04 Mek Leader (SF) 01/26/04 Play Ground Skirmish (More Games) 01/19/04 War in Hell (Fantasy) 01/19/04 Tavern Brawl (Fantasy) 01/16/04 Golems (Fantasy) 01/11/04 Fantasy Fighters (Fantasy) 01/09/04 Cave Wars (Fantasy) 01/08/04 Grecos (Fantasy) 01/04/04 Swamp Fighters (Fantasy) 01/03/04 Battle for Naboo (SF) 12/29/03 Cosmosis (More Games) 12/28/03 Quarks (More Games) 12/20/03 Ice Lords (Fantasy) 12/20/03 38th Parallel (Historical) 12/18/03 Nationalist Chess (More Games) 12/14/03 Wildcat Soccer (More Games) 12/08/03 Somalia 93 (Historical) 11/30/03 Adventures in Wonderland (Fantasy) 11/27/03 Boer War (Historical) 11/24/03 Around the World in 80 Days (More Games) 11/18/03 Baron Munchausen Plays Cards (Fantasy) 11/18/03 Space Opera Campaigns (Science Fiction) by Patrick Bunch 11/18/03 Astrum Imperium (Science Fiction) by Patrick Bunch 11/17/03 Samurai Quest (Fantasy) 11/10/03 Star Wars Fleets (Science Fiction) 11/02/03 Matrix Replay (Science Fiction) 10/29/03 Cards of Mars (Science Fiction) 10/27/03 Galactic Civilizations (Science Fiction) 10/20/03 Rome is Burning (Historical) 10/18/03 Iron Fantasy Chef (Fantasy) 10/15/03 Three Kingdoms Combined Arms (Historical) 10/06/03 Buckaroo Bonzai (Science Fiction) 09/28/03 Vampire Prince (Fantasy) 09/20/03 X - Files (Science Fiction) 09/17/03 Bionicle Skirmish (Science Fiction) 09/14/03 Challenge of the Superfriends (Science Fiction) 09/10/03 Mad Scientists (Science Fiction) 09/06/03 Mutog (Science Fiction) 09/04/03 Men In Black (Science Fiction) 08/29/03 Super Dice (Science Fiction) 08/27/03 Scooby Doo Mystery Game (More games) 08/26/03 Punic Wars Combined Arms (Historical) 08/25/03 Blue vs Gray Combined Arms (Historical) 08/25/03 WWI Combined Arms (Historical) 08/24/03 WWII Combined Arms (Historical) 08/18/03 Phoenician Sea Trader (Historical) 08/17/03 Zoo (More games) 08/14/03 Swarm (More games)

08/11/03 Dumbledore's Army (Fantasy) 07/26/03 Company Commander (Historical) 07/21/03 Third World (Historical) Major Revision 07/14/03 Afrika Korps (Historical) 07/13/03 Away Team Skirmish (Science Fiction) 07/02/03 Militia Groups (Historical) 06/30/03 Heavy Metal Mayhem (Science Fiction) 06/30/03 Johnny Racer Storyteller (Science Fiction) by Casey 06/29/03 Wizardly (Fantasy) 06/25/03 Gallic Wars (Historical) 06/21/03 Kilts & Claymores (Historical) 06/14/03 Plane Wars (Fantasy) 06/11/03 Reds & Whites (Historical) 06/07/03 Battle of the Atlantic (Historical) 06/06/03 Zoids (Science Fiction) 06/05/03 Paladin in Hell (Fantasy) 06/04/03 Ground War 3000 (Science Fiction) Major Revision 06/01/03 Hercules & Xena (Fantasy) 05/27/03 In Nomine (Fantasy) 05/21/03 Escape from LA (Science Fiction) 05/20/03 Incal (Science Fiction) 05/12/03 Great Moments in Gaming (More Games) 05/09/03 Pawnshop (More Games) 05/08/03 Gambler (More Games) 04/29/03 Interzone (More Games) 04/01/03 Iran-Iraq War (Historical) 03/28/03 Universal Hero (More Games) 03/21/03 Nations at War (Historical) 03/19/03 Biomechanoids (Science Fiction) 03/14/03 Arcology (More Games) 03/13/03 Dragon Lance Companions (Fantasy) 03/10/03 Renaissance Fair (More Games) 03/01/03 Master of Venice (Historical) 02/25/03 Genghis Khan (Historical) 02/22/03 Musketeer Skirmish (Historical) 02/20/03 Hastings (Historical) 02/18/03 Army of Darkness Skirmish (Fantasy) 02/18/03 Thermopylae (Historical) 02/17/03 Opus Magnum (Fantasy) by Alexander Herklotz 02/15/03 Abridged Dungeons & Dragons (Fantasy) by C Gerard Luft 02/13/03 Battle of Berlin (Historical) 02/10/03 Fall of France (Historical) 02/09/03 Motala Strom (More Games) by Marcus Salo 02/08/03 Speed Racer (Science Fiction) 02/06/03 Solo Crusade (Fantasy) by Zak 02/04/03 Clinical Studies (More Games) 02/03/03 Eagles of Glory (Historical) by Alexander Herklotz 02/01/03 Tron the Card Game (Science Fiction) 01/30/03 Tron Skirmish (Warp Skirmish) 01/25/03 Crimson Sky Privateers (Science Fiction) 01/24/03 Autumn Mist (Warp Skirmish) 01/22/03 The Diet Game (More Games) 01/18/03 French Revolution (Historical Games) 01/17/03 Warrior Dice (Fantasy Games) 01/12/03 Feudal Lords (Historical Games) 01/12/03 Joust (Historical Games) 01/08/03 Hogwarts (Fantasy Games) 01/05/03 Transformers Skirmish (Warp Skirmish) 01/03/03 Wizards Game (Fantasy Games) 12/23/02 War in Heaven (Fantasy Games) by C Gerard Luft 12/23/02 Psych Ward (More Games)

12/19/02 American Game Hunter (More Games) 12/19/02 Space Station Alpha (More Games) 12/18/02 Russo-Turkish War (Warp Skirmish) 12/12/02 Tlatelolco (More Games) 12/12/02 Aztec Skirmish (Warp Skirmish) 12/11/02 Tlachtli (More Games) 12/11/02 Pearl Harbor (Solo Games) 12/10/02 Quidditch Cup (Fantasy Games) 12/09/02 Spectrum (More Games) 12/05/02 40K Skirmish (Warp Skirmish) 12/02/02 Fantasy Skirmish (Warp Skirmish) 12/02/02 Newsletter (Index) 12/01/02 Classic Space Opera (Solo Games) by C Gerard Luft 11/27/02 Classic Dungeon Crawl (Fantasy) by C Gerard Luft 11/26/02 Adventure Squares (Solo Games) by C Gerard Luft 11/26/02 Palace of the Silver Princess (WarpQuest) by C Gerard Luft 11/26/02 Russo-German War (Warp Skirmish) 11/24/02 Star Wars - A New Hope (Science Fiction) by C Gerard Luft 11/24/02 Dr Who - Remnants of the Daleks (Science Fiction) by C Gerard Luft 11/24/02 RPG to CCG Conversions (Fantasy Games) by C Gerard Luft 11/19/02 Swords & Such (More Games - Abstract Strategy) 11/14/02 Xploits (More Games - Liberal Arts) 11/11/02 Immortals (Fantasy Games) 11/05/02 Land War in Asia (Warp Empires) 10/28/02 Naval Duel (Historical) 10/26/02 Crack of Doom (Fantasy Games) 10/24/02 Overlords (Fantasy Games) 10/20/02 Astral Dreams (Science Fiction) by C Gerard Luft 10/20/02 To Boldly Go (Science Fiction) 10/15/02 The Interface of Time (Science Fiction) by C Gerard Luft 10/11/02 Federation (Warp Empires) 10/10/02 Empires of Mystara (Warp Empires) 10/08/02 Scortch (Warp Empires) 10/05/02 War Hammer Space Empires (Warp Empires) 10/01/02 Warp Hammer Empires (Warp Empires) 09/29/02 Middle Earth Empires (Warp Empires) 09/25/02 Union & Confederacy (Warp Empires) 09/19/02 War of Independence (Warp Empires) 09/19/02 Star Wars Campaign (Warp Empires) 09/19/02 Warp Empires (Index) 09/16/02 Third World (Historical) 09/09/02 Moria Skirmish (Warp Skirmish) 09/08/02 Miami Beach (More Games) 09/05/02 Colonial Florida (Historical) 09/03/02 Lensman (Science Fiction) by C Gerard Luft 09/03/02 Skyie (Warp Play) 09/01/02 Orcland (Warp Play) by Stave 09/01/02 In the Nam (WarpQuest) 08/31/02 Zombie Assault (Science Fiction) by Jörg Hansen 08/31/02 Firebase Nam (Historical) 08/30/02 Jugger (Warp Play) 08/30/02 Army Quest (Fantasy) 08/29/02 Mutant Trolls (Warp Play) 08/29/02 Lunatech (Warp Play) 08/29/02 Metaland (Warp Play) 08/29/02 Crystal Warriors (Warp Play) 08/29/02 Feyden (Warp Play) 08/29/02 Dwarfland (Warp Play)

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08/29/02 Warp Play (Index) 08/28/02 Jedi Warp Duel (Science Fiction) 08/24/02 Stormtrooper (Solo Games) 08/10/02 Geonosis Arena Skirmish (Warp Skirmish) 08/06/02 The Lords of Time (Science Fiction) by C Gerard Luft 08/06/02 The Keys of Chronos (Science Fiction) by C Gerard Luft 07/24/02 Legend of the Five Rings Skirmish (Warp Skirmish) 07/16/02 The Isle of Dread (WarpQuest) 07/15/02 Dune CCG Variant Solo Rules (More Games) by C Gerard Luft 07/13/02 HolyQuest (Solo Games) by C Gerard Luft 07/09/02 Foundation & Empire Wargame (Science Fiction) by C Gerard Luft 07/09/02 Traveler Traders (Solo Games) by C Gerard Luft 07/08/02 Star Trek Solo Card & Dice Game (Solo Games) by C Gerard Luft 07/07/02 Light Saber Duel (Science Fiction) 07/06/02 Harry Potters First Year Adventure (Fantasy) 07/04/02 Advanced Star Frontiers Lensman (Solo Games) by C Gerard Luft 07/04/02 Combat Dice (Universal Systems) by Jörg Hansen 07/04/02 Gunslingers (Warp Skirmish) 06/29/02 United States (Kids Games) 06/29/02 Jerusalem 70 AD (Historical) 06/27/02 Hack & Slash (Fantasy - Conan) 06/25/02 Adventures in Talislanta (Fantasy) 06/17/02 Amulets (Deduction Games) By Jörg Hansen 06/11/02 Solitaire Conquest (Solo Games) 06/10/02 Caravan (Economic Games) 06/06/02 Playsets (Kids Games) 06/03/02 Kings Hand (Poker Variant) 05/31/02 Interstellar Pig (Science Fiction) 05/30/02 Narnia Skirmish (Warp Skirmish) by C Gerard Luft 05/30/02 Amber (Fantasy) 05/24/02 Battle for the Universe (Science Fiction) by C Gerard Luft 05/22/02 Endless Patrol (Solo Games) 05/21/02 SMART Gaming (Universal Game Systems) by C Gerard Luft 05/21/02 X-Men Skirmish (Warp Skirmish) 05/15/02 Battletech Skirmish (Warp Skirmish) 05/14/02 Dr Who- The Sabbath Days (Science Fiction) by C Gerard Luft 05/14/02 Star Command (Warp Skirmish) 05/09/02 Wing Commander Fighters (Warp Skirmish) 05/09/02 Archon Skirmish (Warp Skirmish) 05/07/02 Robotech Skirmish (Warp Skirmish) 05/05/02 Dante's Inferno (Warp Quest) by C Gerard Luft 05/05/02 Fabulous Thunderbirds (Science Fiction) 05/01/02 Voyage of Sinbad (Warp Quest) 04/30/02 Asimov's Foundation (Science Fiction) by C Gerard Luft 04/29/02 Orbital Escalation (Warp Skirmish) 04/29/02 Starship Troopers (Warp Skirmish) 04/27/02 Berserker(Warp Skirmish) 04/26/02 Blown Away (Warp Skirmish) 04/26/02 Wizard Skirmish (Warp Skirmish) 04/25/02 Star Wars Dogfight (Warp Skirmish) 04/23/02 Panzer (Warp Skirmish) 04/22/02 Spice Raid (Warp Skirmish) 04/22/02 Methuselah (Warp Skirmish)

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04/22/02 Monster Brawl (Warp Skirmish) 04/21/02 Biker Brawl (Warp Skirmish) 04/21/02 Custer's Last Stand (Warp Skirmish) 04/20/02 Ancient Warfare (Warp Skirmish) 04/19/02 He-Man Skirmish (Warp Skirmish) 04/16/02 Spelljammer Skirmish (Warp Skirmish) 04/14/02 Bujutso (Warp Skirmish) 04/13/02 Battle for Hoth (Warp Skirmish) 04/11/02 Earth Defense Force (Warp Skirmish) 04/09/02 Martian Cloudships (Warp Skirmish) 04/08/02 Fleets of the Imperium (Warp Skirmish) 04/08/02 Carriers (Warp Skirmish) 04/08/02 Five Armies (Warp Skirmish) 04/07/02 Daimyo (Warp Skirmish) 04/07/02 Operation Blitzkrieg (Warp Skirmish) 04/05/02 Periplus (Warp Skirmish) 04/05/02 Buccaneers (Warp Skirmish) 04/05/02 Phasers (Warp Skirmish) 04/04/02 Huscarl (Warp Skirmish) 04/04/02 Warp Skirmish (Index) 04/03/02 Grognards (Warp Skirmish) 04/02/02 Fix Bayonets (Warp Skirmish) 03/31/02 Alternate Index (Index) 03/31/02 Cro Magnon (Historical) 03/30/02 Death Racers (Science Fiction) 03/25/02 Dune (Science Fiction) 03/23/02 Quest for the Grail (WarpQuest) 03/21/02 Into the Valley of Death (WarpQuest) 03/20/02 Rabbit Run (WarpQuest) 03/19/02 Jail Break (WarpQuest) by Salo 03/18/02 Score (WarpQuest) 03/18/02 Alien Queen Brain (WarpQuest) by Zak 03/15/02 Gladius Miniatures Variant (Historical) by Patrick H. Lewis 03/15/02 SpellJammer (Fantasy) 03/11/02 Cabal (Fantasy) 03/08/02 Surviving the Gulag (WarpQuest) by Salo 03/07/02 Greek Heroes (WarpQuest) 03/07/02 WarpQuest (Index) 03/06/02 War over the Reich (WarpQuest) 03/03/02 Pirate Island (WarpQuest) 02/28/02 The Mystic Warriors of the Plains (Historical) 02/26/02 British Sudan (Historical) 02/25/02 Destroy the Rail Road Bridge (WarpQuest) by Salo 02/22/02 Melee (Historical) 02/18/02 Steel & Crystal (Solo) by Zak 02/18/02 Solo Games (Index) 02/17/02 Range War (Historical) 02/16/02 Castle Siege (Historical) 02/15/02 Dungeon Master (Fantasy) 02/11/02 Raging Gun Battle (Historical) 02/09/02 Evolved (More Games: Biology) 02/02/02 Gundam Wing (Science Fiction) by Emil 02/02/02 Lighter Than Air Warfare (PBEM) by Dale Poole 02/02/02 PBEM (Index) 02/02/02 Battlestar Galactica (Science Fiction) 01/31/02 Pirate War (Fantasy) 01/24/02 Star Fleets (Science Fiction) 01/21/02 Man-O-Warp (Fantasy) 01/08/02 Superman (Science Fiction) 01/06/02 Army Man Backgammon (More Games) 01/05/02 Warp Hammer (Fantasy) 01/01/02 Warp Pawns (Business Cards) 12/29/01 Star Craft Spawn (Science Fiction)

12/26/01 Titan Attack (Science Fiction) 12/13/01 Buck Rogers (Science Fiction) 12/10/01 WH40KARDS (Science Fiction) 12/05/01 Space Hole (Science Fiction) 12/04/01 Formula Ace Racing Pods (Science Fiction) by Emmanuel Delva 12/04/01 Empires (Historical) by Emmanuel Delva 12/04/01 Wizards School (Fantasy) 11/30/01 Jaws (More games: Liberal Arts) 11/26/01 Artifact: The Shadow of a Dark God Scenario (Fantasy) by Zak 11/25/01 Power Up (Science Fiction) 11/23/01 Star Blazers: Quest for Iscandar (Science Fiction) 11/22/01 Adventurers (Fantasy) 11/20/01 Mega Tank (Science Fiction) 11/18/01 Arc Gammon (More games: Backgammon games) 11/18/01 Warp Spawn Role Playing (Fantasy) 11/15/01 Wizards (Science Fiction) 11/15/01 Rules of War for the Ancient Period (Universal) by Michael Murgatroyd 11/14/01 Quest for the Old Ones (Fantasy) 11/10/01 Gamma World (Science Fiction) 11/07/01 Box Cars (More games: Dice games) 11/04/01 Desert Storm Solitaire (Historical: Solo) 11/02/01 Chain Home (Solo) by Mike Marinos 11/01/01 Warpspawn Games 4-Page Printing Format (Universal) by Tom Higgins 10/26/01 Pu Pu Platter (More Games: Liberal Arts) 10/26/01 Sino-Japanese War (Historical) 10/24/01 Advanced Culture & Conquest (Historical) 10/24/01 Seven Samurai Skirmish (Historical) 10/23/01 Chronos (Science Fiction) by Zak 10/23/01 Shot, Shell and Grape (Old version of Ready Aim Fire) 10/22/01 Beautiful Girls with Swords (Fantasy) 10/19/01 High Seas Fleet (Historical) 10/18/01 The First Balkan War (Historical) 10/17/01 Mujaheddin (Historical) 10/14/01 Protecting the Skies (Historical: Solo) by Markus Salo 10/13/01 F-14 Tomcats (Historical: Solo) by Markus Salo 10/13/01 Qadesh (Historical) 10/12/01 FGS Warpspawn Conversions (Universal Game Systems) by Zak 10/11/01 Pizza Pie Maker (More games: Kids games) 10/09/01 Way of the Warrior (Historical: Solo) by Zak 10/09/01 Beach Head (Historical: Solo) 10/07/01 Movie Scripts (More Games: Liberal Arts) 10/05/01 Charge of the Light Brigade (Historical: Solo) 10/03/01 Rolling Thunder (Historical: Solo) 10/02/01 Malta Convoys (Historical: Solo) 09/27/01 Game Review & Essay Section (Index) 09/27/01 The Great Traveling Circus Game (More Games: Economic) 09/25/01 Air-to-Air (Historical) 09/20/01 East Front West Front (Historical) 09/14/01 Cat & Mouse (Historical) 09/12/01 Fast Game System by Zak (Universal Game Systems) 09/09/01 Soap Box (More Games: Politics) 09/07/01 Fusillade (Historical) 09/04/01 Thirty Years Warfare (Historical) 08/30/01 Stormbringer (Fantasy) 08/12/01 Ring War (Fantasy) 07/31/01 Pantheons (Fantasy)

07/27/01 AFV (Historical) 07/19/01 Power Rangers (Science Fiction) 07/14/01 Brainstorming (Index) 07/06/01 Slimed (More Games: Backgammon) 07/05/01 Photogallery (Index) 07/03/01 Winter War by Markus Salo (Historical) 06/28/01 Pomerium by Steven Cranmer (Historical) 06/27/01 Quickie Figs (Universal Game Systems) 06/27/01 Thundercats (Science Fiction) 06/22/01 Go Joe (Science Fiction) 06/20/01 Dragon Slayers (Fantasy) 06/18/01 Fantasy Fight Club 06/16/01 Magus (Fantasy) 06/13/01 Boxer Rebellion (Historical) 06/11/01 Sea Intercept (Historical) 06/09/01 Stratego WWII Naval (More Games: Stratego Variants) 06/09/01 Stratego Shogun (More Games: Stratego Variants) 06/04/01 Kung Fusion (Fantasy) 06/01/01 Artifact: Core Rules (Fantasy) 05/31/01 Artifact: Lost Continent of Atlantis Scenario (Fantasy) 05/31/01 Artifact: Mummys Tomb Scenario (Fantasy) 05/30/01 Spider-Man (More Games: Poker Variants) 05/28/01 Knaves & Knights (Fantasy) 05/26/01 Mighty Magics (Fantasy) 05/18/01 Elder Things & Outer Gods (Fantasy) 05/14/01 Kings of Hyboria (Fantasy) 05/08/01 Noir (Historical) 05/07/01 Conan (Fantasy) 05/02/01 Dr Who (Science Fiction) 04/30/01 Sailor Moon (Science Fiction) 04/29/01 Masters of the Universe (Science Fiction) 04/28/01 Superhero Slugfest Card Combat (Science Fiction) 04/27/01 Aliens (Science Fiction) 04/24/01 Batman (Science Fiction) 04/16/01 Thunderbolt (Historical) 04/12/01 Cross & Crown (More Games: Abstract Strategy) 04/09/01 Rules of War (Universal Game Systems) 04/02/01 Time Line (Science Fiction) 03/30/01 Kings Gambit (More Games: Chess Variants) 03/26/01 Heart Patient (More Games: Bio-Medical) 03/24/01 Draculas Castle (Fantasy) 03/20/01 Drop Troops (Science Fiction) 03/17/01 Celtic Saga (Fantasy) 03/15/01 Fairy Circle Ring (Fantasy) 03/08/01 Crusades (Historical) 03/06/01 Men of Sumer (Historical) 03/06/01 American Revolution Major Revision 03/05/01 Tales of Arabia (Fantasy) Game Variant by Fredrick Moll 02/28/01 Warp Spawn Convention Page (Index) 02/24/01 City States (Historical) 02/20/01 Arabia (Fantasy) 02/13/01 Dogs of War (Historical) 02/08/01 Denizens of the Deep (Fantasy) 01/27/01 Rockets & Rayguns Roleplaying (Sci Fi) 01/27/01 Rockets & Rayguns Strategic (Sci Fi) 01/27/01 Rockets & Rayguns Operational (Sci Fi) 01/26/01 Super Critter Slugfest (Sci Fi) 01/23/01 Manifesto Destiny - Manifesto (Historical) Rules & Analysis by Michael Callahan 01/22/01 Battle Dice Additional Rules - Quests & Artifacts (Fantasy) by Dave Sanborn 01/22/01 Alien Empires (Sci Fi) Major Revision

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01/18/01 Ready Aim Fire Variant (Historical) by Ian Milnes 01/15/01 Colonial Empires (Historical) 01/14/01 Treasure Hunter Dungeon Expansion by Zak 01/09/01 Mission Improbable (Historical) 01/05/01 Ypres (Historical) by Markus Salo 01/04/01 American Revolution (Historical) 12/30/00 Character card set for Artifact (Fantasy) by Markus Salo 12/30/00 Norse Odyssey (Historical) by Markus Salo 12/26/00 Alamo (Historical) 12/19/00 Ready Aim Fire (Historical) 12/18/00 Medieval Keep (Historical) 12/17/00 Knights & Castles (Historical) 12/05/00 Star Fiefs major revision 12/02/00 Solar Invasion 2100 11/22/00 Fantasy Fliers 11/01/00 Starmageddon (Sci Fi) 11/01/00 Tank Killers (Historical) 10/27/00 Greek Fire (Historical) 10/24/00 Gladiator School (Historical) 10/21/00 Megiddo 1918 (Historical) 10/17/00 Satan's Folly (Fantasy) by Dana Darby 10/17/00 Treasure Hunter Alternate Rules (Fantasy) 10/16/00 Daisho (Historical) 10/14/00 Gladius (Historical) 10/13/00 Ships of the Line (Historical) 10/08/00 INWO CCG Solitaire Rules 10/07/00 Fokker (Historical) 10/04/00 Tunnel Rat (Historical) 10/03/00 Elemental Chess (More Games: Chess variant) 10/02/00 Fiefs (More Games: Abstract) 09/25/00 Home Page Redone 09/25/00 San Juan Hill (Historical) 09/18/00 Diamond Traders (More Games: Abstract) 09/12/00 Psionica (SF) 09/10/00 Civil War Poker 09/05/00 Manifesto 09/02/00 Destiny 08/30/00 Combat Dice edit 08/25/00 Ancient Generals & Stakk Chess major edits 08/18/00 Martian Invasion 08/15/00 Megazilla 08/10/00 Space Cruisers 08/04/00 Devastators 3000 08/03/00 Warbah major edit 07/30/00 Battle Magic 07/26/00 Terratain 07/20/00 Gettysburg (#100) 07/18/00 Jutland 07/07/00 Freudian Slip 07/01/00 Castle Keep 06/30/00 Boomtown 06/27/00 Borderkeep 06/25/00 Dark Continent 06/20/00 Artifact: Depths of the Earth Scenario 06/16/00 Cellular 06/12/00 Bees 06/09/00 Thieves Guild 06/07/00 Go Chess 06/01/00 Dodeca 05/31/00 Battle Dice

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05/29/00 Reserve Chess 05/25/00 Moved site from tripod to angelfire 05/13/00 Galactic Supremacy 05/11/00 Conception 04/27/00 Minions 04/20/00 Ancient Generals 04/08/00 Space Scouts 04/04/00 Rebel Space 04/01/00 Planet Busters 03/30/00 Napoleonic Empires 03/13/00 Fantasy Heroes 03/10/00 Devastators 03/02/00 Air Fare 03/01/00 War Fair 02/28/00 Champion Chess 02/22/00 Midway 02/14/00 Duel of Iron 01/30/00 Imperious 01/24/00 Grail 01/05/00 Japanese Swords 12/23/99 Space Blast 12/18/99 Blitz 12/14/99 Wolf Pack 12/04/99 Egypt 11/25/99 Sherwood 11/23/99 Alien Empires 11/12/99 Warbah 10/24/99 Star Fiefs 10/20/99 Squad 10/14/99 Flower Power 10/09/99 Guild Master 10/08/99 Space Base 10/08/99 Colonizers & Planetismals retired 09/27/99 Zulu Spears 09/25/99 Combat Dice 09/18/99 Terrible Tales 09/17/99 March on Rome 09/06/99 Mobsters 08/30/99 Cards of War 08/27/99 Fall of the Aztecs 08/26/99 Green Plastic Massacre 08/13/99 Primea Roleplaying 08/05/99 Revolution 08/03/99 Warrior Races of Mars 08/01/99 Agea 07/15/99 Gerrymandering 07/04/99 Durable Goods, Stellar Poker, Wargammon 06/28/99 Swords & Spells 06/16/99 Superhero Slugfest 05/23/99 Treasure Hunter 05/16/99 Enclave 05/10/99 Colonizers 04/21/99 Fix up web site 03/24/99 Spellfire common rules 02/22/99 Attrition 02/17/99 Galax 02/14/99 War for Atlantis 02/04/99 Grand Tour 01/31/99 Deity 01/19/99 GW3000 01/09/99 Battle Royale

The Games

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38th PARALLEL

INTRODUCTION Card game for 2 players. Simulation of the Korean War. One player is the UN. The other player is the Communists.

THE DECK Players share a common deck.

VICTORY Any player that wins 3 hands in a row wins the game. If no player wins after 10 turns, the game is a tie.

TURN SEQUENCE Each turn is divided into 3 phases: Logistics Phase Deployment Phase Attack Phase

LOGISTICS PHASE Each player draws 8 cards. Maximum handsize is 8 cards. Discard excess cards. If the deck ever runs out, shuffle the discard & draw from it.

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DEPLOYMENT PHASE Players may discard up to 4 cards & draw replacements.

ATTACK PHASE Players reveal cards from their hands they can score with. Some cards can be used by either player. Some cards can only be used by one player. A player may use either Defensive cards or Offensive cards but not both. Each card played has a score. The player with the highest total score of all his cards revealed wins the hand. All revealed cards are discarded. A player may discard any cards from his hand he doesn’t want.

ATOMIC BOMB OPTION If the American player plays the Atomic Bomb card, the game immediately ends. Draw a card: If it is 8+ the UN wins. If it is a 7 the War ends in a Draw. If it is a 6 or less, the war escalates into WWIII and everybody loses. The Communist player may play the Limited War card to negate the Atomic Bomb card.

CARD LIST NOTATION User = Who may use the card. B = Both players U = UN Player C = Communist Player O = Offensive D = Defensive

THE DECK CARD LIST Card Name Military Advisors Reinforcements Fierce Fighting Military Assistance Counterattack Inflict Heavy Losses Escalated Attacks Major Attack Probing Attack Static Fortifications Heavy Fighting Strong Defensive Lines Stalemate War of Attrition Outflank Breakthrough Surprise Attack (Re)Capture Seoul Negotiations Monsoon Repulse Attack Determined Resistance Cruel Winter Fighting Retreat

Score 3 4 6 5 7 7 5 6 4 6 5 9 3 4 8 9 6 7 2 3 8 5 3 4

User B B B B B B B B B B B B B B B B B B B B B B B B

Type D O O O D D O O D D D

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Invasion Mobile Warfare Major Offensive Break Out PLA Forces KPA Forces North Korean Army Chinese Army Soviet MiGs Manchurian Border Spring Offensive Bunker Complexes Concealment & Camouflage Infiltration Human Wave Tactics Guerrilla Warfare Chinese Manpower Superior Infantry Tactics Marshall Peng Soviet Hardware Limited War American Forces UN Contingents ROK Forces South Korean Units Commonwealth Forces General Douglas Macarthur Tank Battalions Pusan Perimeter Decisive Artillery Support Naval Bombardment Airstrikes & Bombing Airpower Outposts UN Firepower US Amphibious Landings Invade North Korea Atomic Bomb

LINKS Photo History FAQ Korean War Examination

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9 8 8 6 8 4 5 9 6 7 9 8 7 6 6 8 9 9 10 5 2 9 6 5 4 8 10 6 9 7 5 8 9 6 9 7 8 -

B B B B C C C C C C C C C C C C C C C C C U U U U U U U U U U U U U U U U U

O O D D O D O D D O O -

40K SKIRMISH INTRODUCTION Board & card game for 2 players. Warhammer 40K theme Abstract skirmish level combat. Each figure represents a single man (unit).

DISCLAIMER Warhammer 40K is a licensed, trademarked property. This is merely a fan site.

VICTORY Destroy all opposing units.

THE MAP Use an 8x8 chessboard.

THE MEN Use miniatures to represent men.

STARTING FORCES Each side starts with 150 points worth of units. The equipment of a unit must correspond to the appearance of the fig.

SETUP Each player places one unit on each square of his back two rows. Units may not stack.

THE CARDS Players share a common deck. The deck contains 3 copies of each card in the Card list.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Fate Phase Move Phase Fight Phase

FATE PHASE 37

Draw 3 cards. Max hand size = 5 cards. If the deck runs out, shuffle the discard and draw from it. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your men. The move card has a number. This is the number of spaces the man moves. Moves can be diagonal or orthogonal. Moves cannot be through other units unless the unit has the “Fly” ability. Instead of moving just one man in any direction, you have the option of moving one or more men forward the indicated number of spaces using a single move card. Fast units may move twice per turn and attack twice per turn. Heavy weapons give a -1 to the units move. (except for dreadnaughts)

FIRE PHASE Play (discard) an Attack card to have a man attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. Attacks cannot be through other units unless the weapon has the “Indirect” ability. Use Chits or coins to record damage. A unit reduced to zero Hits is killed and removed from the board. Your opponent may play Armor cards to negate your attack.

SPACE MARINE SQUAD UNIT LIST Unit Cost Hits Move Armor Notes Imperial Guard 2 1 2 1 Space Scout 3 2 3 1 Space Marine 4 2 2 2 Terminator Marine 6 3 2 3 Dreadnaught 10 5 2 4 M3 attack for 3 damage Move = Max normal move Costs do not include weapons. Hits = Number of Hits that type of unit has. The Dreadnaught has 2 heavy weapons (cost not included). The Dreadnaught is a robot (Max one per Squad).

TYRANID/GENESTEALER BROOD UNIT LIST Unit Cost Hits Move Armor Notes Hunter Slayer Pack 3 1 5 1 Fast Genestealer 6 2 4 1 M3 attack for 2 damage, Fast Brood Brother 2 1 2 1 Can use Weapons Hybrid 4 2 3 1 Can use Weapons Tyranid 6 2 4 2 Zoat 6 3 4 1 Can use Weapons Magus 7 2 2 1 Comes with Psychic Skill Patriarch 15 4 3 3 Max one per brood Screamer Killer 20 6 2 4 Max one per brood The Patriarch has Leadership & Psychic skill and a M3 attack for 3 damage. The Screamer Killer has M3 attack for 4 damage and a Bio-Plasma Bolt that has a Range = 4 and Damage = 4. Hunter Slayers may be equiped with Fleshborers. Tyranids may be equiped with Deathspitters or Boneswords.

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WEAPON & EQUIPMENT LIST Weapon Cost Range Knife 0 M1 Chain Fist 1 M1 Chain sword 2 M2 Power Sword 3 M3 Power Glove 2 M2 Power Axe 3 M2 Thunder Hammer 4 M3 Storm Shield 1 Lightning Claws 4 M3 Frag Grenades 1 2 Crack Grenades 2 2 Melta Bombs 3 2 Plasma Grenades 4 2 Smoke Grenades 1 2 Las Pistol 1 3 Lasgun 2 4 Bolt Pistol 1 2 Bolter 2 3 Storm Bolter 3 3 Plasma Gun 2 2 Flamer Pistol 1 2 Missile Launcher 4 6 Heavy Bolter 4 5 Lascannon 4 6 Auto Cannon 3 4 Assault Cannon 3 4 Conversion Beamer 4 5 Jump Pack 1 Fleshborer 1T 2 Deathspitter 3T 4 Boneswords 4T M3 Barbed Strangler 2T 5 Flesh Ripper 2T 3 T = Tyranids/Genestealers only. Range = Maximum attack range.

Damage 1 2 2 2 3 4 3 4 1 2 3 4 1 1 2 2 3 3 2 5 4 3 4 5 4 1 3 3 5 2

Notes

Armor +1

Block LOS for 2 turns

Use every other turn Ammo = 3 Heavy; Ammo = 4, Indirect Heavy; Ammo = 6, Indirect Heavy Heavy; Ammo = 6 Heavy, Ammo = 4 Heavy Fly & Move +2

Ammo = 1

SPACE MARINE SPECIALIST LIST Specialist Chaplain Librarian Commander Mechanic Medic

Cost 4 4 4 2 2

Skill Psychic Skill (max one per squad) Psychic Skill (max one per squad) Leadership Skill (max one per squad) Mechanic Skill Medic Skill

SPECIAL ABILITIES A unit with Psychic skill may discard a Special card to use a psychic power. A unit with Leadership skill may discard a Special card to give all of his units Move +1 this turn. A unit with Medic skill may discard a Special card to negate one point of damage done to an adjacent human unit. A unit with Mechanic skill may discard a Special card to do one damage to adjacent unit or remove adjacent obstacle or Repair a destroyed weapon or equipment or repair one point of damage to vehicle or robot. All Marines have “Overwatch” and “Terminus” ability. A unit with Overwatch skill may discard a Special card to make a ranged attack during an opponents’ move phase. A unit with Terminus skill may, when it is killed, discard a Special card to do damage to an adjacent opponent equal to that of any grenades the marine has.

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PSYCHIC POWERS Each psychic unit gets 4 random powers it can use during the game. Each power can only be used once.

HUMAN PSYCHIC POWERS 1D12 Power 1 Control 2 Telekinesis 3 Blast 4 Stasis 5 Teleport 6 Vortex 7 Lightning Arc 8 Smite 9 Aura 10 Warp Time 11 Scan 12 Burst of Speed S/A = Self or adjacent

Range 3 6 4 5 S/A 1 3 1 S/A S/A unit

Notes Take control of target for 3 turns Damage = 1 Damage = 3 Target immobilized for 4 turns Transport target to any empty space All adjacent units take one point of damage Two adjacent units take one point of damage each Target destroyed Target gets Armor +1 for 4 turns Draw 2 cards Look at opponents hand & discard one of his cards Target gets Fast skill for 3 turns

GENESTEALER PSYCHIC POWERS 1D12 1 2 3 4 5 6 7 8 9 10 11 12

Power Implant Hellfire Hypnotize Steal Mind Cause Fear Confusion Regenerate Temporal Distort Ectoplasmic Mist Mental Bolt Sense Presence Jinx

Range 3 3 5 4 5 4 S/A 2 5 6

Notes Take control of target for 3 turns Damage = 4 Target immobilized for 3 turns Target immobilized for 4 turns Move 1-3 adj targets back; up to their full move Target Move, Attack & Armor values –1 for 4 turns Remove all damage from target Draw 2 cards Two adjacent Targets immobilized for 2 turns Damage = 2 Look at opponents hand & discard one of his cards Destroy target weapon or equipment

CARD LIST NOTATION M = Movement A = Attack D = Defense S = Special Ability Type = Purpose of card

CARD LIST Card Name: Melee 1 Melee 2 space Melee 3 space Range 2 Range 3 Range 4 Range 5 Range 6

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# 10 8

Type A A

Notes Unit can attack into adjacent space Unit with M2 or M3 skill or weapon can attack into adj

6

A

Unit with M1, 2 or 3 skill/weapon can attack into adj

7 6 5 4 3

A A A A A

Ranged Ranged Ranged Ranged Ranged

attack attack attack attack attack

at at at at at

unit unit unit unit unit

2 3 4 5 6

spaces spaces spaces spaces spaces

away away away away away

Armor 1 8 D defend Armor 2 6 D Armor 3 4 D Armor 4 2 D Move 1 10 M Move 2 9 M Move 3 8 M Move 4 6 M Move 5 4 M Tactics 2 X Special 10 S # = Number of this card in the

Unit with Armor 1, 2, 3, or 4 can use this card to Unit with Armor 2, 3, or 4 can use this card to defend Unit with Armor 3 or 4 can use this card to defend Unit with Armor 4 can use this card to defend Unit may move exactly 1 space Unit may move exactly 2 spaces Unit may move exactly 3 spaces Unit may move exactly 4 spaces Unit may move exactly 5 spaces Shuffle the discard into the deck and draw 2 cards. Activates a units special ability deck

GAME DESIGNERS NOTES Working on Eldar and Tyranid Lists

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ABRIDGED DUNGEONS AND DRAGONS Introduction In 1979 the Classic Dungeons and Dragons game gave birth to a new game called Advanced Dungeons and Dragons. AD&D was originally created to provide detailed universal rulings for use in D&D tournaments. As time went on Basic Dungeons and Dragons became simply a launching board for new players to orient themselves to the game before heading onto the Advanced Dungeons and Dragons Rules (Usually after attaining third level with their first character). While the third edition of AD&D has reverted to the simple title of D&D, it is in essence still Advanced D&D. Present here is a reversion or devolution of the Original Dungeons and Dragons rules, which we call Abridged Dungeons and Dragons (AbD&D). In reality this is not a new or plagiarized game, but rather a simple compilation of the original 1969 Chainmail Fantasy Wargaming rules, with a role playing inspiration from the popular Risus RPG. Risus embodies the present trend to provide light game rules to role playing games, which is the goal of AbD&D.

Requirments You will need ordinary (six-sided) dice, paper, pencil, and miniatures.

Character Creation Identity Create a name, description and background for your fantasy character, or choose a character from one of an epic fantasy or sword and sorcery novel.

Class Choose one of the follow classes that fit your character

Hero/ Antihero: 4 dice Heroes include such characters as the ranger Strider from Lord of the Rings or Sir Bedeviere from La Mort d’Arthur. Perfect examples of an Anti-Hero would be Elric of Melnibone, and Fahred and the Grey Mouser of Lankhmar.

Wizard: 1 dice Wizards include such legends as

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Gandalf the Istari of the Lord of the Rings and Merlin of La Mort d’Arthur. Fire Balls: Once per turn a Wizard can launch a fire ball at a target. The fire ball will destroy all creatures within a 40’ (4 Inch on Table Top) radius from the fireball’s chosen impact area. Characters may roll 18 or greater on their combined class dice to avoid the damage. Magic: When Wizards cast spells, they must roll two dice (adding the rolls together; 2d6) on the table below to determine the success of the spell.

Spell Level (Complexity) 1

2

3

4

5

6

Effect Immediate Effect Delayed 1 Turn No Effect Immediate Effect Delayed 1 Turn No Effect Immediate Effect Delayed 1 Turn No Effect Immediate Effect Delayed 1 Turn No Effect Immediate Effect Delayed 1 Turn No Effect Immediate Effect Delayed 1 Turn No Effect

Dice Roll 7 6 4 8 7 5 9 8 6 10 9 7 11 10 8 12 11 9

Spells 1. Phantasmal Forces: The creation of the apparition of a unit or creature for four turns, maxi-duration. (Complexity 2 ) 2. Darkness: Casts increasing gloom aver the entire playing area for as long as the Wizard is not attacked. On the turn that the spell is cast light is not affected, on the second turn semi-darkness sets in, and on the third turn it becomes fully dark (only those troops that can see in darkness can then attack defend). The spell takes the reverse order when ended or countered. (Complexity 1) 3. Wizard Light: The dispellatian of darkness in an area extending 24" in all directions radiating from the Wizard casting the spell. (Complexity 1) 4. Detection: A spell which detects either hidden enemies or the use and effect of other magic spells. It w ill not discover hidden enemies or the type of magic being employed if the apposing Wizard is of greater strength, but the magic by the enemy w ill be revealed. (Complexity 2) 5. Concealment: A spell which will conceal a unit M fantastic creature from all

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save certain creatures which have the power to detect hidden enemies. (Complexity 3) 6. Conjuration of an Elemental: Wizards can conjure Elementals, but no more than one of each type can be brought into existence. (Note: This does not apply to Djinn and Efreet.) I f the Wizard who conjured the Elemental is disturbed (attacked) while the Elemental is still in existence, he loses control of it, and it will then attack

the conjurer. An Elemental created by a Wizard who i s subsequently killed w i l l attack the nearest figure. Such Elementals must be dispelled by a Wizard or (killed) by combat. (Complexity 5) 7. Moving Terrain: Causing the shifting of vegetation hills, etc. A spell possible only to a Wizard. (Complexity 6) 8. Protection from Evil: A 12" diameter circle which will keep out all evil fantastic creatures/men. (Complexity 3) 9. Levitate: A spell which allows the user to rise 6" per turn for up to six turns. It is possible to remain stationary, but lateral movement if not possible unless some farm of propulsion i s available. (Complexity 2 ) 10. Slowness: A spell which causes up to 20 figures to move at one-half speed for two turns. (Complexity 3) 11. Haste: A spell which speeds the movement of up to 20 figures by 50% for three turns. (Complexity 3) 12. Polymorph: This allows the user to change himself into the semblance of anything of from his own size to something as large as even a giant. It lasts until the user changes himself back or it is countered. (Complexity 4) 13. Confusion: By using this spell up to 20 of the enemy can be caused to react in absolutely the apposite manner. For example, if they advanced, they will be retreated instead. Duration is but one turn. The user secretly indicates which unit is to be confused, and when the spell takes effect he allows the enemy to move the troops and then when all movement is Finished he changes the action of the confused unit to the apposite of what it actually did. (Complexity 4) 14. Hallucinatory Terrain: A spell which makes some form of terrain 44

appear to exist/not exist until it i s contacted by a living thing. At this the hallucination dissipates. Woods, rocks, marsh, etc. can be affected by this spell. (Complexity 4) 15Cloudkill: A gaseous cloud of poisonous vapors which kill all men, orcs, dwarves, and the like when it contacts them. Cloud size is 3" deep by 6" wide by 3" high. It stays along the ground, moving may from the magic-user who casts it at the rate of 6" per turn. It will drift at random if he is not concentrating on it. (Complexity 5) 16. Anti-Magic Shell: This causes a bubble of force to surround the user and totally prevents anything magical from either entering or leaving the shell. It lasts for up to six turns. Shell radius is 5". (Complexity 6)

Elf: 3 dice From the angelic elves of Lord of the Rings to the mysterious Elden of the Eternal Champion, these creatures are the hallmark of the Fantasy Genre. They feature both an unearthly combat prowess and an inborn affinity for magic. Elves may become invisible at will, although they become visible again upon attacking.

Dwarves: 4 dice From the brave defenders of the great subterranean halls of Lord of the rings to the faithful squires of La Mort d’Arthur, these stout bearded warriors are more deadly to ogres and giants than creatures their own size.

Hobbits: 2 dice What would an epic fantasy adventure be without Hobbits?

Character Advancement When characters defeat an enemy during an adventure they get Points which accumulate allowing them to advance in dice (levels).

Points Accumulated Hero Elf Dwarf Hobbit Wizards and Sorcerers 0 40 2 Dice 1 Dice 80 3 Dice +1 0 160 4 Dice +1 4 Dice +1 0 45

320 640 1280 2560 5120 10240 15360

+1 +1 +1 +1 +1 +1 +1

+1 +1 +1 +1 +1 +1 +1

+1 +1 +1 +1 +1 +1 +1

+1 +1 +1 +1 +1 +1 +1

0 (+1 Magic Roll) 0 0 0 (+1 Magic Roll) 0 +1 (+1 Magic Roll) 0

+ 10240 Points for each level beyond those charted above. An example of a eight dice Hero (Super Hero) would be Conan the Barbarian. An Example of two dice, +3 Magic Sorcerer would be Thulsa Doom.

Skill Resolution When a character wishes to perform a feat, such as picking a pocket for a hobbit or Anti-Hero, or charming a Non-Player Character (NPC) for an elf (their magically beautiful), then a difficulty must be set, which the PC must roll over or above on a combined class dice roll. Difficulty targets 3 for very easy 6 for easy 9 for normal 12 for difficult 15 for very difficult 18 for improbably 21 for impossible

Combat A character (PC or NPC) can take as many hits during combat equal to their class dice (e.g., a four dice hero can take 4 successful hits) When two sides attack each other both roll a single die. The side with the highest roll attacks first. 1. Movement: Creatures on foot can move 60 feet (6 Inches). Mounted creatures and large creatures can move 120 feet (12 Inches) 2. Attack: The Attack Character rolls his Class Dice. For each six that is rolled on the individual dice, one hit is inflicted on the target. A creature reduced to 0 hit points is defeated. Example: Strider the Ranger attacks an orc. He is a 5 dice Hero. He rolls five dice: 3, 5, 6, 2 and 6. Strider inflicts two hits on the orc. The NPC class of Orc is a 2 dice class. Thus its hits points are reduced to 0, and it is defeated.

Monsters 46

Sprites and Pixies 1 Goblins and Orcs 2 Wraiths 2 Lycanthropes 4 Ogres and Trolls 6 Giants 12 Ents 6 Rocs, Wyverns, Chimera and Griffons 4 Elementals 4 Basilisk 4 Wights 1 Dragons 25 Other D&D Creatures= 1 die per Hit Die Magic Items Armor: -1 to -5 dice to attacking creatures. Sword: +1 to +5 dice to that character’s attack.

47

ADVANCED CULTURE & CONQUEST INTRODUCTION Simulation of ancient civilizations. Card game for 2+ players.

VICTORY CONDITIONS The game ends when the players go through the deck twice. The player with the most Victory Points (VP) at the end of the game wins.

SET UP Each player starts with 5 cards. Determine Turn order: Oldest player goes first.

TURN SEQUENCE Players take turns. A player has 2 Action Points (AP) to spend during his turn. An action point can be used to do one of the following: 1. Put a City, Wonder, or Advance into play. 2. Draw a card from the deck. 3. Place a Trade token on an Advance controlled by another player. 4. Play an Event card. 5. Start a War. You can play a Leader card at no AP cost.

WAR A player may attack one opponent with a smaller total War factor. The attacker takes control of one City of the opponent.

BUILDING When you put a City, Wonder, or Advance into play place it face up in front of you. These cards stay in play until removed by another card. At the end of the game add up the VPs on these cards you control to get your score. Note that you must have the indicated advance to build a particular wonder. To build a Wonder you must control more cities than wonders.

MITIGATION Some advances mitigate events. The player is immune to that type of event. Some Leaders can be played to mitigate events. Events are discarded when played.

FREE DRAWS Some advances allow a free draw every turn: Draw 1 card from the deck.

48

If it is the correct type put it in your hand. If not discard the card. Some leaders allow a one time draw.

LEADERS Leaders are discarded as soon as they are played.

TRADE TOKENS Every player has a set of tokens of a unique color. By placing a token on an opponents Advance, you are considered to have that advance as well.

CARD TYPE NOTATION A C W L E

= Advance = City = Wonder = Leader = Event

CARD LIST Card Name: Type Pottery A Religion A Astronomy A Literacy A Medicine A Coinage A Engineering A Mathematics A Architecture A Law A Music A Democracy A Philosophy A Metal Working A Drama & Poetry A Art & Sculpture A Mltary Doctrine A Irrigation A Navigation A Equestrian A Flood E Earthquake E Volcano E Pirates E Unrest E Civil War E Heresy E Anarchy E Epidemic E Famine E Uprising E Corruption E Drought E Hurricane E Sands of Time E Mad King E

VP 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 -

Notes: Mitigates Famine & Drought Free Build Draw Free Research Draw Play one Advance per turn at no AP cost Mitigates Pestilence & Epidemic Discard a card to get an AP once on your turn Mitigates Earthquake & Hurricane Free Research Draw Free Wonder Draw Mitigates Corruption Mitigates Unrest Mitigates Civil War & Mad King Free Leader Draw War Factor +1 Mitigates Heresy Mitigates Anarchy War Factor +1 Mitigates Floods Place one Trade token per turn at no AP cost War Factor +1 Destroy one target City Destroy one target City Destroy one target City Destroy one target City Destroy one target City Destroy one target City Destroy one target City Destroy one target City Destroy one target City Destroy one target City Destroy one target City Destroy one target City Destroy one target City Destroy one target City Destroy one target Wonder Destroy one target City

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Pestilence E Barbarians E Antioch C Babylon C Knossos C Alexandria C Troy C Jerusalem C Sparta C Rome C Damascus C Delphi C Athens C Ur C Carthage C Jericho C Giza C Thebes C Byzantium C Cadiz C Ch'ang-an C Lo-yang C Canton C Sphinx W Colossus W Oracle W Hanging Gardens W Parthenon W Stonehenge W Lighthouse W Pyramids W Great Wall W Great Library W Solomon L Cleopatra L Theseus L Sun Tzu L Attilla the Hun L Hannibal L Caesar L Alexander L Homer L Siddhartha L Aristotle L Archimedes L Confucius L Plato L Nebuchadnezzer L Cheops L Gilgamesh L

50

2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 5 5 5 5 5 5 5 5 5 5 -

Destroy one target City Destroy one target City

Requires Sculpture Requires Metal Working Requires Religion Requires Irrigation Requires Architecture Requires Astronomy Requires Navigation Requires Engineering Requires Currency Requires Literacy Mitigate Event Mitigate Event Mitigate Event War Factor +1 for the rest War Factor +1 for the rest War Factor +1 for the rest War Factor +1 for the rest War Factor +1 for the rest 3 Free Research Draws 3 Free Research Draws 3 Free Research Draws 3 Free Research Draws 3 Free Research Draws 3 Free Research Draws 3 Free Build Draws 3 Free Build Draws 3 Free Build Draws

of of of of of

the the the the the

turn turn turn turn turn

ADVANCED STAR FRONTIERS RPG LENSMAN SOLO CARD AND DICE GAME By C Gerard Luft

INTRODUCTION In the 198th year of the Galactic Federation (UPF 198fy), mankind attempted its first Intergalactic Voyage through Void Space. The Lensmen (adapted from Doc Smith's Lensman Space Opera) that now made up the upper echelons of Star Law, turned their mentalist talents to navigating ships along the superstrings (i.e., Slipstream of Roddenberry's Andromeda) of the Void's quantumspace continuum. The First Lensman Ranger made the Void Jump to Andromeda under half a minute. But that exploration would turn tragic. Mankind made first contact with the centaur like beings of Andromeda, known as the Morad* (which look suspiciously like the Vedran of Roddenberry's Andromeda; conveniently, the fall of the Systems Commonwealth, according to the official Andromeda TimeLine, lines up exactly with the formation of the Asimov/ Traveler Galactic Empire (AKA Third Imperium), which is a personal constant in all of my milieus [obviously the Commonwealth's fall resulted in mankind loosing its Void space intergalactic capabilities, and returning to a Hyperspace based pangalactic drive, as we see in the Foundation series and Traveler]). The first contact with the Morad's intergalactic High Guard was less than desirable. Soon mankind found itself alienated by its non-human companions of the Federation, and embroiled in its first intergalactic war. Since the Morad's Commonwealth had millennia of experience with intergalactic conquest, mankind had to turn to their only hope to win this war with the Second Galaxy: the Lensmen! While the Gray Lensmen scoured the Galaxy for spies, ships and infiltrators from the Second Galaxy, the Lensman Rangers piloted their Assault Scouts to the Second Galaxy in order to undertake espionage missions to bring down enemy bases and perform swift guerrilla tactics against Morad ships in its own Galaxy. In this game you play a Lensman Ranger with his intergalactic assault scout ship. You must use your Lensman Powers to undermine enemy bases while battling any Morad ships that you encounter.

SET UP You will need the card deck (given below) and 2 ten sided dice, that will be used together as 1D% (for those of you who are new to STAR FRONTIERS and other D% Games, roll one die to generate the 10's number and 1 die to generate the 1's number, with a roll of 0 and 0 being 100%). You begin the game with your Lensman Ranger and Assault Scoutship on the table.

THE OBJECT OF THE GAME When you have successfully infiltrated and brought down all four Morad quadrant bases in the Second Galaxy, you win.

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THE GAME After emerging from the Void's Slipstream into the Andromeda Galaxy, draw one card. If it is a ship card you will need to battle it.

STARSHIP COMBAT TURN 1. Because of your Lensman mentalist skills, you can be prepared for the intruder before even exiting Void Space. So your Assault Ship attacks first each turn. Roll a 1D% for each weapon. If the roll is equal to or less then your Assault Scoutship's POWER, then you hit with that weapon. If you hit, subtract the damage from the opponent's hull points. If the ship is reduced to 0 or less Hull Points, it is defeated, and you make another jump, drawing another card. 2. If the enemy ship is not destroyed, then it gets to fire. To simulate your Ranger's Lensman powers affecting the opponent ship's crew, first make a 1D% roll for each of the shots they can take. If you roll equal to or under your Ranger's POWER then you may subtract your POWER from the opponents chance to hit for those weapons you make a successful POWER roll on. In Doc Smith's Second Stage Lensmen, he goes into beautiful detail how a group of Lensmen can even affect the outcome of a fleet battle! 3. After ascertaining all adjustments to the enemy ship, its time to roll for them. If they hit, then they inflict the listed damage to your hull point score. If you are destroyed, then the game is over. 4. If at the end of the battle you survive, but your ship is damaged, the new stat-of-the-art self repair system will repair your ship to full Hull Points by the time you exit Void space again for your next encounter.

QUADRENT BASE INFILTRATION RESOLUTION When you draw a BASE CARD, you must roll equal to or under your Ranger's POWER in order to effectively disable its operation. If you fail, draw one card from the Deck to combat. If you defeat this ship, then you can try again to infiltrate the base, but with a cumulative 20% penalty for each succeeding failure. If you draw a BASE CARD when drawing for failure response, then you have mistakenly found a connection to the next base via a Hyperspace Tunnel (while Hyperspace does not compare to Voidspace for Intergalactic Travel, it sure makes great mini-wormholes permanently connecting two points in the same Galaxy [it can still attempt to cross the Intergalactic Void, but it sure gets messy then; again, read Second Stage Lensmen) CARD NAME # Power Hull Attks Dam

LENSMAN RANGER

1

60

-

-

-

1

75

15

75

40

3

20/20/10

MORAD DESTROYER 20/20/20/10

4

75

70

4

MORAD LIGHT CRUISER 20/20/20/20

2

75

80

4

FEDERATION ASSAULT SCOUTSHIP 20/50 MORAD FRIGATE

52

16

2

MORAD HEAVY CRUISER 20/20/20/20/20/10

1

75

85

6

MORAD MILITARY QUADRENT BASE

4

-

-

-

-

*To learn more about the intergalactic species Morad from the adventure The Prioners of Eltross, visit Advance Star Frontiers Adventures at: SF Adventures Link

TO OBTAIN FOR FREE THE RULES FOR ADVANCED STAR FRONTIERS RPG, GO TO: Free Rules Link

TO COPY AND PRINT THE ASF LENSMAN CARDS, GO TO: Cards Link

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ADVENTURERS INTRODUCTION 1930-1940’s Adventuring: Save the damsel, defeat the villain, and recover the ancient artifact.

DECK Players share a common deck. Six sided dice are required.

VICTORY Your Adventurer must be the first to visit 5 locations. The last location must be an Ancient location. You recover the ancient relic before your adversaries.

SETUP Pick your adventurer type. Draw 5 cards. Roll high on 1D6 to determine who goes first.

ADVENTURER Profession: Actor Archaeologist College Professor Daredevil Pilot Gangster Inventor Museum Curator Occult Expert Private Investigator Reporter Trapper Soldier of Fortune Sea Captain

Advantage: +1D6 vs Person cards if not using a weapon card +1D6 vs Trap Encounters Discard a card to look at the next 4 cards in the deck Draw an extra card when you play a Travel card You may use enemy cards as weapon cards Draw an extra card when you play a Weapon card Draw an extra card when you play a Research card Draw an extra card when you play an Ancient card In draw phase draw an extra card and discard one Hand size +2 +1D6 vs Animal Encounters +1D6 vs Enemy Encounters +1D6 vs Water Encounters

TURN SEQUENCE Players take turns. Each turn has 4 phases: Draw Phase Research Phase Travel Phase Encounter Phase Research Phase

DRAW PHASE Draw 2 cards. Max hand size = 5. Discard excess cards.

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If the deck runs out shuffle the discard and draw again.

RESEARCH PHASE Play research cards in this phase.

TRAVEL PHASE If there is an Encounter card in front of the active player skip this phase. If not, the active player may play a Travel card or a Location card face up. The new card is placed on top of the players previously played travel/location card. A location card may only be played if the previous card was a Travel card.

ENCOUNTER PHASE If your are not currently facing an unresolved Encounter card, the Opponent to your right may play an Encounter card from his hand on you. The Encounter card must match the top Travel or Location card you have face up. The opponent rolls 3D6 or 4D6 for the Encounter card according to the cards description (Force 3 or 4). This is the Encounter roll. The opponent may attach a Weapon card to a Person Encounter for an additional 1D6. The active player rolls 3D6. This is the Escape roll. The player may play a weapon card for an additional 1D6. Weapon cards cannot be used against trap encounters. If the Escape roll is higher that the encounter roll discard the encounter card, otherwise it stays in play. Some Action, Item cards will cause the automatic escape from an encounter.

CARD LIST TYPE NOTATION W A E H I T R

= = = = = = =

Weapon Action Encounter Help Item Travel Research

COMMON DECK CARD LIST Card Name: Bullwhip Disarm Submachine Gun Thrown Knife Machine Gun Revolver Run away Car Chase Chase Scene Swing to Freedom Big Burly Nazi Insect Swarm Sewer Rats Snake Den Tarantula Pit Trap Big Burly Arab Hide

Type W A W W W W A E E A E E E E E E E A

Notes: Force +1 Negate a Foes weapon card Force +1 Force +1 Force +1 Force +1 Evade Encounter & Discard 2 cards Enemy Force = 3: Road Enemy Force = 3: Anywhere Evade Encounter & Discard 2 cards Enemy Force = 3: Fisticuffs: will not use guns Swarm Force = 3: Location Indoor Swarm Force = 3: Location Indoor Swarm Force = 3: Location Indoor Animal Force = 3: Anywhere Force = 3: Ancient Location Enemy Force = 3: Location Evade Non-trap Encounter

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Sliding Doors Secret Passage Tiger Crocodile Bound & Gagged German Officer SS Guards Armored Car Mystery Man Barroom Brawl Fighter Plane Panzer Tank Flame Thrower Out of Control Fire Topple Pillars Read Hieroglyphics Bazooka Poisoned Dates Trained Monkey Treasure Map Steamboat Motorcycle Ocean Liner Luxury Liner Freighter Troop Truck Air Liner Train U-Boat Zeppelin Prop Plane Auto-Gyro Sporty Roadster Safari Biplane Seaplane Mountaineering Deep Sea Diving Speed Boat Hiking Balloon Camels Horses Schooner Orient Express Chinese Junk Temple Mines Pyramid Caves Mansion Archeological Dig Fortress Catacombs Ziggurat Island Palace Camp Airfield Hotel Docks Desert Jungle Marketplace Decipher Engravings Mistaken Identity

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A A E E E E E E E E E E W E A R W E H R T T T T T T T T T T T T T T T T T T T T T T T T T T L L L L L L L L L L L L L L L L L L A A

Evade Indoor Encounter Evade Indoor Encounter Animal Force = 3: Location Outdoor Animal Force = 3: Location Outdoor Force = 3: Travel or Civilization Person Force = 3: Anywhere Person Force = 3: Anywhere Enemy Force = 3: Road, Ground Person Force = 3: Anywhere Enemy Force = 3: Non-sea Travel Enemy Force = 3: Travel Enemy Force = 3: Road, Ground Force +1 Force = 3: Indoors Evade Ancient Indoor Encounter Discard hand & draw 5 cards Force +1 Force = 3: Anywhere Evade Encounter & Discard 2 cards Look at top 5 cards of deck & keep 1 Water Road Water Water Water Road Air Train Water Air Air Air Road Ground Air Air Ground Water Water Ground Air Ground Ground Water Train Water Indoor: Ancient Indoor: Ancient Indoor: Ancient Indoor: Ancient Indoor: Civilization Indoor: Ancient Indoor: Ancient Indoor: Ancient Indoor: Ancient Outside: Wild & Water Indoor: Ancient & Civilization Outside: Wild Outside: Civilization Indoor: Civilization Outside: Civilization Outside: Wild Outside: Wild Outside: Civilization Discard hand & draw 5 cards Evade Person Encounter

Love Interest Arab Contact Translator Guide Nemesis Gangsters Gestapo Officer Sharks Mata Hari Museum Nazi Spy Informant Interrogate Native Cultists Saboteur Villain Radio Sidekick Kid Rowdy Sailors Thugs Arab Diggers Rolling Boulder Trap Shooting Dart Trap Jump off Cliff Machete Grenade Torch Rope Natives with Blowguns Dynamite

H H H H E E E E E R R R R E A E R H E E R E E A W W I I E A

Evade Encounter Evade Encounter Look at opponent’s hand Look at top 5 cards of deck & keep 1 Person Force = 4: Anywhere Enemy Force = 3: Anywhere Person Force = 3: Anywhere Force = 3: Water Person Force = 4: Civilization Look at next 10 cards in deck Look at opponent’s hand Look at opponent’s hand Look at opponent’s hand Force = 3: Outside Location Opponent must discard 3 cards Force = 4: Anywhere Look at next 7 cards in deck Force +1 Enemy Force = 3: Water Enemy Force = 3: Travel, Civilization Look at top 5 cards of deck & keep 1 Force = 3: Indoor Ancient Force = 3: Indoor Ancient Escape Ground, Train, Road, Wild Encounter Force +1 Force +1 Force +1 vs Indoor Location Encounter Escape Trap Force = 3: Location Outside Escape Encounter & Discard 2 cards

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ADVENTURES IN TALISLANTA

INTRODUCTION Board game based on the Talislanta RPG.

DISCLAIMER Talislanta is a licensed, copyrighted property. This is merely a fan site.

THE BOARD The board is a 11 x 11 grid of spaces. In each space place one card (randomly) from the Map Deck.

THE PIECES 10 sided dice are needed. Use pawns or figures to represent characters.

THE DECKS There are 4 decks: The Character Deck The Spell Deck The Encounter (Fate) Deck The Map Deck

ENCOUNTER DECK There are 5 types of cards in the Encounter Deck: Foe Cards Adventure Cards Item Cards Companion Cards Event Cards

VICTORY The first character to accumulate 5 Adventure cards is the winner.

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CHARACTERS Each character has 2 attributes: - Life - Strength All Characters start with 4 Life points. Each Character will also have one or more Special Abilities. Some Characters can cast Spells.

SETUP Every player picks one character card at random. Roll high on 1D10 to see who goes first. Players start with no cards.

TURN SEQUENCE Players take turns. Each turn has 5 phases: 1. Fate Phase 2. Spell Phase 3. Move Phase 4. Encounter Phase 5. Adventure Phase

FATE PHASE Draw one card from the Encounter Deck and put it in your hand. If the deck runs out, shuffle the discard and draw from it. Max (Fate) hand size is 7 cards. Discard excess cards. You may place a Foe card from your hand into any empty space. The Foe card must match the type of space you entered. For example: A water type Foe may defend a water type space.

SPELL PHASE If you are able to cast spells, draw 1 card from the spell deck. Keep a separate (from your encounter cards) hand for your spell deck. You can have a maximum number of spells equal to your Magic score divided by two rounded down. Discard excess cards. If the deck runs out, shuffle the discard and draw from it.

MOVE PHASE You may move your character to an adjacent space on the map. If you have a steed card in play, you may move an additional space. You may choose to not move and rest instead. If you rest, roll 1D10 (Heal Roll). On a roll of 7-10 you gain one life. You cannot gain lives in excess of your starting life score.

ENCOUNTER PHASE Every time you enter a new space an opponent may play a Foe card to stop you. The player to your right gets first chance to play a Foe card and so on. The Foe card must match the type of space you entered. For example: An Ice type Foe may defend an Ice type space. A Character can only be attacked by one Foe (or Character) during his encounter Phase.

59

RESOLVING ENCOUNTERS (BATTLES/CONTESTS) The Foe rolls 1D10 and adds its Strength. (Foe Battle Roll) The Character rolls 1D10 and adds his Strength. (Character Battle Roll) Reroll ties. The higher score wins. If the Character was defeated he loses one life point. Specific Foes may cause the loss of items, treasures or other attributes. Instead of losing a life, you may discard a Companion card. If the Foe is defeated the Foe card is discarded. If the Foe card wins, it remains in play in that space. Any character that enters the space must battle the Foe in his Encounter Phase.

ADVENTURE PHASE If you are in the {appropriate space} and no Foes or opposing characters occupy the Space, you may play an Adventure card. Each Adventure card presents a Strength contest that must be overcome. If you win the Strength contest you ‘complete’ the Adventure. Make a separate pile for all of your completed Adventure cards. If you fail discard the Adventure card and lose one life. If you moved at least one space and did not play an Adventure card this turn, you may attach one Item or Companion card to your Character. (The card is placed next to your Character card)

DEATH A Character reduced to zero life points is killed. Discard the character card and all his items, companions, and spells. Draw a new character and play with it.

SPELL CASTING When you use a spell card it goes to the discard pile.

EXPERIENCE For every 10 points worth of Foes you defeat, gain one point of Strength or Life. Use colored tokens placed on the character to indicate the added points. Blue for Life, Red for Strength.

CHARACTER DUELS If you land on an opposing character, and there are no Foes present, you may Fight him on a roll of 7-10 on 1D10 (The Tracking Roll- to find opponent) The winner of the contest takes one Item card from the loser or causes the loser to lose one life point.

ITEMS You can only use one Weapon at a time. You can only have one Steed in play at a time. If you travel on a steed or fly you must leave behind companions that could not concievably keep up.

CHARACTER CARD LIST 60

Aamanian Archimage: Strength = 1. Archmage. Home = Aaman Aamanian Inquisitor: Strength = 2. Adept. Torture. Home = Aaman Aamanian Warrior Priest: Strength = 1. Equis. Mage. Home = Aaman Ahazu Warrior: Strength = 3. Four-Arms. Battle-Madness. Home = Ahazu Lands Araq Warrior: Strength = 3. Equis. Tough. Nomad. Home = Kharakhan Wastes Ariane Seeker: Strength = 2. Equis. Adept. Ranged. Home = Ariane Ariane Mystic: Strength = 1. Mage. Healer. Seer. Lore. Home = Ariane Arimite Knife-Fighter: Strength = 3. Equis. Ranged. Mountaineer. Home = Arim Arimite Revenant: Strength = 3. Assassin. Home = Arim Batrean Concubine: Strength = 2. Adept. Seduction. Home = Isle of Batrea Batrean Warrior: Strength = 4. Torture. Home = Isle of Batrea Beastman Plains Hunter: Strength = 3. Equis. Tracker. Home = Plains of Golarin Blue Ardua River Warrior: Strength = 3. Sailor. Ranged. Home = Axis River Chana Warrior: Strength = 3. Ranger. Ranged. Poison. Home = Chana Chana Witchwoman: Strength = 2. Adept. Seer. Ranged. Poison. Home = Chana Cymrilian Magician: Strength = 1. Mage. Draw 1 extra Spell/turn. Home = Cymrilis Danuvian Swordsman: Strength = 3. Equis. Skilled. Home = Danuvia Darkling Warrior: Strength = 2. Hide. Thief. Home = Darklands Dhuna Witchwoman: Strength = 2. Adept. Seduction. Healer. Home = Dhuna Djaffir Bandit: Strength = 2. Equis. Wit. Trader. Home = Djaffa Djaffir Wizard: Strength = 2. Equis. Adept. Healer. Home = Djaffa Dracartan Desert Scout: Strength = 3. Equis. Nomad. Scout. Home = Dracarta Dracartan Thaumaturge: Strength = 1. Mage. Artificer. Home = Dracarta Drukh Hillman: Strength = 2. Equis. Wit. Mountaineer. Scout. Torture. Home = Any Mountain Farad Procurer: Strength = 2. Wit. Sailor. Trader. Home = Farad City of Tarun Farad Wizard: Strength = 2. Adept. Trader. Home = Farad City of Tarun Ferran Thief: Strength = 2. Wit. Thief. Tracker. Smell. Home = Any City Gao Sea Rogue: Strength = 2. Wit. Thief. Sailor. Home = Rogue City of Gao Gnomekin Warrior: Strength = 2. Wit. Mountaineer. Healer. Ranged. Home = Durne Gnorl Rhabdomancer: Strength = 1. Adept. Lore. Seer. Healer. Home = Any Desert Green Ardua Botanomancer: Strength = 1. Flight. Mage. Ranger x2. Home = Silvanus Green Ardua Horticulturist: Strength = 1. Flight. Mage. Healer. Home = Silvanus Gryph Warrior: Strength = 3. Flight. Scout. Ranged. Home = Tamaranth Harakin Warrior: Strength = 3. Equis. Mountaineer. Ranger. Ranged. Home = Harak Jaka Beastmaster: Strength = 2. Equis. Wit. Tracker. Scout. Ranged. Home = Werewood Jaka Manhunter: Strength = 3. Equis. Tracker. Assassin. Ranged. Home = Werewood Jhangaran Mercenary: Strength = 2. Equis. Wit. Ranger. Hide. Home = Jhangara Kang Tracker: Strength = 2. Equis. Wit. Tracker. Ranged. Home = Karang Kang Warrior: Strength = 3. Equis. Skilled. Home = Karang Mandalan Savant: Strength = 2. Adept. Seer. Home = Quan Empire Mangar Corsair: Strength = 2. Wit. Sailor. Torture. Home = Any Water Manra Shape-Changer: Strength = 2. Wit. Tracker. Hide. Home = Any Mountain Mirin Alchemist: Strength = 2. Adept. Artificer. Cold. Home = L’Haan Mirin Tundra Scout: Strength = 3. Mountaineer. Cold. Home = L’Haan Mondre Khan Warrior: Strength = 2. Assassin. Scout. Hide. Wit. Home = The Variegated Forest Mud People Swamp Warrior: Strength = 4. Tough. Home = Dark Coast Muse Esthesian: Strength = 1. Mage. Flight. Home = Astar Nagra Hunter: Strength = 2. Wit. Tracking. Ranged. Poison. Scout. Home = Any Forest Nefaratan Black Savant: Strength = 1. Mage. Sailor. Scout. Home = Nefaratus Orgovian Trader: Strength = 2. Equis. Trader. Wit. Home = Wilderlands of Zaran Parthenian Sea Trader: Strength = 2. Sailor. Trader. Wit. Home = Any Water Phantasian Guardian: Strength = 2. Adept. Home = Isle of Phantas Rahastran Wizard: Strength = 2. Mage. Home = Anywhere Rajan Desert Warrior: Strength = 3. Equis. Ranged. Scout. Home = Rajanistan Rajan Assassin: Strength = 3. Assassin. Home = Rajanistan Rajan Necromancer: Strength = 1. Mage. Artificer. Seer. Poison. Home = Rajanistan Raknid Warrior: Strength = 3. Poison. Skilled. Tough. Home = Any Forest Rasmirin Warlock: Strength = 2. Adept. Cold. Home = Outcast Isles Sarista Rogue: Strength = 2. Adept. Thief. Home = Any City Sauran Dragon Rider: Strength = 3. Equis. Dragon. Tough. Home = Volcanic Hills Saurud Warrior: Strength = 4. Tough x2. Home = Volcanic Hills Sawila White Witch: Strength = 2. Adept. Seduction. Home = Isle of Fahn Sindarian Collector: Strength = 1. Wit. Lore. Artificer. Home = Mesalands of Sindar Stryx Necromancer: Strength = 2. Adept. Flight. Home = Urag

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Stryx Warrior: Strength = 3. Flight. Scout. Torture. Home = Urag Sunra Mariner: Strength = 2. Wit. Sailor x2. Home = Coral City of Isalis Thaecian Enchanter: Strength = 1. Mage. Artificer. Home = Thaecia Thrall Warrior: Strength = 3. Equis. Skilled. Home = Taz Ur Warlord: Strength = 4. Equis. Tough. Home = Urag Vajra Engineer: Strength = 2. Wit. Tough. Home = Quan Empire Xambrian Wizard Hunter: Strength = 2. Adept. Tracker. Assassin. Home = Temple ofthe 7 Moons Xanadasian Savant: Strength = 1. Mage. Flight. Seer x2. Home = Mount Mandu Yassan Technomancer: Strength = 2. Adept. Artificer. Home = Any City Yitek Tomb-Robber: Strength = 2. Equis. Wit. Thief. Trader. Home = Any Desert Yrmanian Wildman: Strength = 2. Wit. Mountaineer. Home = Yrmania Za Bandit: Strength = 3. Equis. Tracker. Scout. Ranged. Home = Any Desert Zandir Charlatan: Strength = 2. Adept. Thief. Home = Zandu Zandir Swordsman: Strength = 3. Equis. Skilled. Home = Zandu

CHARACTER SPECIAL ABILITY DESCRIPTIONS Adept: Character can cast Spells. Spell Hand size = 2 Mage: Character can cast Spells. Spell Hand size = 4 Archmage: Character can cast Spells. Spell Hand size = 6 Wit: When making a Battleroll make a Witroll. Battleroll +2 if Witroll = 6-10. Battle-Madness: When making a Battleroll make a Madroll. Battleroll +5 if Madroll = 910. Lore: When drawing a Fate card draw 2 cards and discard one. Four Arms: Character can use 2 weapons at the same time. Equis: Battlerolls +1 if Character has Steed. Ranger: Tracking Roll +2. Battlerolls +1 in Forest spaces Mountaineer: Tracking Roll +2 and Battlerolls +1 in Mountain spaces Assassin: Automatically win Duel if your Battleroll = 8-10. Opponent must lose life. Torture: If you win a Duel take 2 random cards from opponents hand Tracker: Tracking Roll +2. Poison: Automatically win Battles if your Battleroll = 9-10. Opponent must lose life. Seduction: Battleroll +2 in Duel vs men. Seer: On your turn look at top 2 cards of any deck. Sailor: Tracking Roll +2 and Battlerolls +1 in Water spaces Ranged: Battleroll +1 vs opponents that do not have Ranged Ability Cold: Tracking Roll +2 and Battlerolls +1 in Ice spaces Healer: Heal rolls +2 Skilled: When making a Battleroll make 2 rolls and pick the higher roll. Thief: Battleroll +2 in a Duel but you must take Item if you win. Nomad: Tracking Roll +2 and Battlerolls +1 in Desert spaces. Scout: Once on your turn look at hand of character in same or adjacent space Artificer: Once on your turn draw an extra Fate card. Keep it if it is an Item card. Trader: Once on your turn draw 1 card and discard one card Smell: If you lose a Battle you avoid losing a life or treasure on a roll of 7-10 on 1D10. Flight: Character can skip over a space when he moves. (Discard Companions) Hide: Opponent gets –2 to Tracking Roll. Tough: Starting Life +1 Dragon: Start game with Companion Dragon Steed: Strength +2 & Flight

MAP DECK CARD NOMENCLATURE F M I W D C

= = = = = =

Forest (Jungles, Marshes, Swamps) Mountain (Hills, Caves) Ice (Tundra) Water (Seas, Rivers, Coasts, Islands) Desert (Plains, Wastelands) City (Civilization)

MAP DECK CARD LIST 62

Name Aberrant Forest Acid Plains Ahazu Lands Amethyst Mountains Amman Ariane Arim Astar Axis River The Azure Ocean The Barrens The Black Pit Blue Atolls Buried City of Necron Carantheum Castlerock Caves of Erendor The Cerulean Forest Cinnabar Mountains Citadel of Akbar City State of Maruk Coral City of Isalis Cymrilis Danuvia Dark Coast Darklands Devil's Swamp Dhuna Djaffa Crimson Citadel of Dracarta Dragonrock (Volcano) Durne Eastern Borderlands Emerald Mountain Enchanted Grove Fangs of Golarin Farad City of Tarun The Far Reaches Floating City of Oceanus Firefalls Forbidden City of Ahrazad Ghostlands Gorge at Akbar The Great Barrier Wall The Great Morass Green Lagoon Greylands Hadjin Harak Ice Castles of L’Haan The Inland Sea The Iron Citadel Isle of Batre Island of Fahn Isle of Garganta Isle of Lost Souls Isle of Nefaratus Island of Pana-Ku Isle of Phantas Jade Mountains Jhangara Jungle of Chana Karang Kharakhan Wastes Khazad

Type F D F M C D C F W W D I W M C C M F M C C C C C W M F F D C & D M M F M F M C I C & W D C D M C F F & W F C M I W C W W W & M W W W W M F F M D C

Notes Infested Land Harsh Land You may move to the Tamaranth Valley from here

You may move to the Azure Ocean from here Storm Demons get +1 Strength Enim, Earth Demons get +1 Strength Harsh Land Kra get +1 Strength

Magical Land

Bog Devils get +1

Earth & Pyro Demons get +1 Strength You may move to the Sea of Glass from here Infested Land Infested Land Harsh Land Shadow Wights, necrophages get +1 Strength Harsh Land Harsh Land Infested Land

Shadow Wizards get +1 Strength Healing Land Monoliths, Wind Demons Strength +1 Night Demons get +1 Strength

Infested Land

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Labyrinths of Sharna C Harsh Land Lands of the Green Men F Healing Land Lost Sea I & W Maze City of Altan C Mesalands of Sindar D The Midnight Sea W Obsidian Mountains M Onyx Mountains M Opal Mountains M Plains of Golarin D Quan Empire C Rajanistan D Red Desert D Rogue City of Gao C & W Sapphire Mountains M Sascasm River W Sea of Glass W The Sea of Madness W The Sea of Sorrow W Serpentine Mountains M The Seven Kingdoms C The Shadow Realm I Silvanus F Sinking Land D Straits of Tian W Swamps of Mog F Tamaranth Valley F Taz C Temple of the Seven Moons C Thaecia C The Trackless Wastes I Urag M Valley of Mist M Vorls get +1 The Variegated Forest F Volcanic Hills M Wastes of Narandu I The Watchstone D Well of Saints C Healing Land The Western Glaciers I Ice Giants & Werewood F Wilderlands of Zaran F The Yellow Marshes F Yrmania F Zandu C Notes: Harsh Land: When entering lose 1 life on a roll of Healing Land: Heal Rolls +3 Infested Land: Foes get +1 Strength Magical Land: Magic users who enter this Space may

Strength

Tundra Beasts get +1 Strength

1-3 on 1D10. draw one Spell card

ADVENTURE CARD LIST {Name of Adventure: Strength. Location} Witch Hunt: Strength = 3. Werewood Protect Noble: Strength = 4. Arim Patrol Territories: Strength = 2. Citadel of Akbar Steal Batrean Concubines: Strength = 4. Isle of Batre Unearth Ancient Sarcophagus: Strength = 3. Red Desert Accompany Orthodox Pilgrimage: Strength = 2. Amman Desert Scouting: Strength = 2. Carantheum Forays against the Black Mystics: Strength = 3. Rajanistan Sail the Far Seas: Strength = 3. Far Seas Search Jungles for Buried Treasure: Strength = 3. Dark Coast Accompany Djaffir Caravan: Strength = 2. Djaffir Mine Green Crystals: Strength = 1. Sea of Glass

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Sell Contraband: Strength = 2. Farad City of Tarun Seek the Favor of the Shaitan: Strength = 5. Emerald Mountain Find Safe Haven: Strength = 2. Rogue City of Gao Search for Blue Diamonds: Strength = 4. Opal Mountains Hunt for Marsh Scintilla: Strength = 4. Jhangara Search for Magical Herbs: Strength = 2. Jungle of Chana Free Witchman Captive: Strength = 3. Dark Coast Fight Age Old Foes: Strength = 5. Ice Castles of L’Haan Hunt the Elusive Gold Beetle: Strength = 2. Swamps of Mog Trade with Sea Nomads: Strength = 2. Floating City of Oceanus Deal with Phantasian Dream Merchants: Strength = 2. Isle of Phantas Find the Gilded Tomb of Irkhan: Strength = 2. Labyrinths of Sharna Uncover the Nine Books of Knowledge: Strength = 2. The Iron Citadel Recover the Elixirs of Immortality: Strength = 2. Buried City of Necron Raid the Quan Empire: Strength = 4. Quan Empire Visit the Great Magical Fair: Strength =1. Cymrilis Sell Artifacts to Sindarians: Strength = 1. Mesalands of Sindar Engage in Wizard Duel: Strength = 4. Bridge at Nankar. (Mages only) Seek the Wisdom of the Monolith: Strength = 1. Garganta Explore Underground Lakes: Strength = 2. Durne Patrol the Seven Kingdoms: Strength = 3. Eastern Borderlands Attend the Festival of the Bizarre: Strength = 1. Thaecia Hunt the Fabulous Smokk Bird: Strength = 2. Obsidian Mountains Find Tomb of Ancient Wizard: Strength = 3. Caves of Erendor Locate Lair of a Wierdling: Strength = 2. Sascasm River Salvage Sunken Treasure Ships: Strength = 3. Lost Sea Search for Mad Wizards Manse: Strength = 3. Aberrant Forest Explore Obelisk Mausoleums: Strength = 3. Hadjin Avenge Age Old Crime: Strength = 4. The Far Reaches Learn the Secrets of Past Ages: Strength = 1. Temple of the Seven Moons Partake in the “Night of Fools”: Strength = 1. Zandu Enter the Battle of Champions: Strength = 4. The Great Barrier Wall Remove Ancient Curse: Strength = 3. City State of Maruk Rid Village of Ogront. Strength = 3. The Cerulean Forest Find Crashed Phantasian Windships. Strength = 3. Cinnabar Mountains

COMPANION CARD LIST Name STR Armite Knife Fighters +2 Dracartan Desert Scouts Mirin Allies +2 Company of Thralls +2 Jaka Guide +2 Monad Servitor +2 Sardonicus Bottle Imp +1 Juju Zombies +2 Automaton +2 Equs (Reptilian Horse) +0 Darkmane +0 Silvermane +0 Greymane +0 Snowmane +0 Aht-Ra Hybrid +0 One Humped Ontra +0 Two Humped Batra +0 Three Humped Tatra +0 Loper +0 Duadir +3 Avatar Familiar +3 Homunculus +2 Draconid Fire Lizard +1 Dractyl +2 Land Dragon +2 Land Lizard +1

Notes Play only when in Desert +1 Scout. Play only when in Desert Cold. Play only when in Ice Skilled. Play only when in Seven Kingdoms Tracker Play only when in City Wit. Lore. Play only when in Kharakhan Wastes Companion to Mage only Companion to Mage only Steed Steed Steed Steed Steed Steed Steed Steed Steed Steed Steed Companion to Mage only Companion to Mage only Tracker Steed. Flight Steed Steed

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Mangonel Lizard Nighthawk Ogriphant Strider Tarkus Heroic Companion

+2 +1 +1 +1 +2 X

Steed Scout Steed Steed Tracker Draw card from Character Deck

FOE CARD LIST Name Armite Revenants Ice Giants Darkling Horde Warlike Ur Clan Batrean Males Mangar Corsairs Nefaratan Black Hulls Na-Ku Cannibals Unfriendly Ahazu Tribe Za Bandits Beastman Tribe Mud People Ambush Sorcerous Abomination Azoryl (Winged Reptile) Bog Devils Crested Dragon (Spellcaster) Multi-Headed Kaliya Sea Dragon Vampiric Bane Bat Manta Black Savant Diabolist (Spellcaster) Cave Bats Crag Spider Death’s Head Viper Earth Demon Frost Demon Night Demon Pyro Demon Sand Demon Sea Demon Swamp Demon Wind Demon Enim (Giant Devil) Exomorph Fantasm Demon Ferran Pack Flit Swarm Ikshada Parasite Imirian Slavers Juju Zombies Kra (Giant Eels) Mandragore (Killer Plants) Megalodont Stampede Enraged Mogroth Nag-Birds Necrophage Astral Night Stalker Nocturnal Strangler Raknid Hive Sauran War Party Saurud Sawila Spell Weavers Shadow Wight Shadow Wizard (Spellcaster) Shaitan Devil

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STR 5 7 3 6 3 2 4 2 5 4 3 5 4 4 9 8 7 5 4 4 2 4 2 7 6 4 7 5 5 6 7 6 5 3 2 1 1 3 3 2 2 4 3 1 3 4 4 5 4 5 4 5 6 7

Location City Ice Mountain Mountain Water Water Water Water Forest Desert Forest Forest Anywhere 5 Mountain Forest Mountain Mountain Water Forest Desert Water Mountain Mountain Forest Mountain Ice Any Desert Desert Water Forest Mountain Mountain Forest Any Any. Steal Forest Any Water Any Water Forest Forest Forest Forest. Steal Forest, City Any Any Forest Desert Desert Water Any Any Mountain

Shape Changer Shriekers Tundra Beasts Void Monster Vorl (Mist Monster) Werebeast Water Whisps Wildmen Tribe Carnivorous Winged Apes Winged Viper Yaksha (Savage Furred Giants)

4 3 2 6 4 4 1 3 2 6

Any Forest Ice Any Any Forest Water Mountain 3 Forest Forest Mountain

ITEM CARD LIST Name Notes Thystram’s Collectanea (Book) Strength +1 vs Foes Dart Thrower (1-H Crossbow) Strength +1. Ranged Crescent Knife Strength +1 Da-Khar (Clawed Gauntlets) Strength +1 Oc (Barbed Bolas) Strength +1. Ranged Deadman Mushroom Strength +2. One use only Fermented Stench Root Strength +2. One use only Mung Berries Heal 1 Life. One use only Sindaran Liquor Heal 1 Life. One use only Mushroom Ale Heal 1 Life. One use only Vinesap Heal 1 Life. One use only Skoryx (Distilled Rainbow) Heal 1 Life. One use only Tantalus (Aphrodisiac) Gain Seduction Attribute. One Turn only Snow Lily Gain Cold Attribute. One Turn only Grog (Strong Liquor) Heal 1 Life. One use only Boiled Kesh Root Look at opponents Hand. One use only Morphius Blossom Strength +4. One use only Matsu (2-handed Warclub) Strength +1 Devil Root Powder Poison. One use only Dream Essence Look at next 5 cards in Fate Deck Gold Funerary Mask of Khazad Spell caster gets Strength +1 Chana Shrunken Wizard Head Spell caster gets Strength +1 Hurlant (Elemental Essences) Strength +3. Ranged. Three Uses. Jang (Edged Boomerang) Strength +1. Ranged Potion of Flying Flight. One turn only Firegems Spell caster gets Strength +3. One use only Black Lotus Powder Look at next 7 cards in any deck. Flange Bow (12 Quill Salvo) Strength +1. Ranged Quintessence Artificer. 5 uses. Mage only Quicksilver Artificer. 5 uses. Mage only R’Ruh (Stone Disk w/Strap) Strength +1 Tarak (4 Bladed 2-H Axe) Strength +1 Shrinking Potion Negate Battle. One use. Thaecian Nectar Heal 1 Life. One use only Thaecian Orb (of Illusions) Negate Battle. One use. Venomwood Sap Poison. One use only Cymrillian Windship Steed. Flight (Do not discard Companions) Winged Apes Horn Potion Strength +2. One use only Duar (2-Pronged Spear) Strength +1 Gwanga (3-Blade Throwing Knife) Strength +1. Ranged Black Iron Warwhip Strength +1 Kasmir Spring Knife Strength +1. Ranged Incendiary Powder Strength +2. One use only Medicinal Purge Heal 2 Lives or negate Disease. One use only Healing Elixir Heal 3 Lives. One use only Rejuvenating Potion Heal 1 Life. One use only Blowgun Ranged. Poison Paralytic Powder Strength +2. One use only Wrist Viper Strength +1. Poison Battle Armor Strength +1

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Dragon Hide Armor Strength +1 Alchahest Acid Strength +3. One use only Vitriol Glue Strength +3. One use only Cadeucus (Red Iron Wand) Strength +1. Mage only Essence Accumulator Artificer. Mage only Soulstone Spell Hand size +1. Spellcasters only Fetish Spell Hand size +1. Spellcasters only Magical Fumes Draw 2 cards. Three uses. Scarlet Leech Powder Strength +2. One use only Poison Antidote Negate a Poison effect Caltrops Negate Battle. One Use Blade-stars Strength +1. Ranged Rasp (Serrated Blade) Strength +1 Kharakhan Battle Maul Strength +1 Star Thrower(Spiked Iron Balls) Strength +1. Ranged Wind Rigger Steed. Flight Elemental Actuator Strength +2. Ranged. Artificers only

EVENT CARDS Name: Notes Green Man Symbionts: Will heal Character back to starting Life. Forest Spaces Mochan (Hot Beverage): Heal one life. Desert Spaces Fortune Teller: Look at next 5 cards in Fate Deck. Shan’ya Battle Madness: Strength +3 Archon Intervention (Divine Entity): Battleroll +20 Neurovore Parasite: Target player must discard 3 cards Friendly Snipes: Discard in Forest to draw 3 cards. Wanderers of Ashan: Battleroll +7 in a Desert Space. Dune Ship: Gain an extra turn if you are in a Desert Space. Ice Schooner: Gain an extra turn if you are in an Ice Space. Play Pentadrille: (Cymrilian Chess) Target Character in City misses next turn Play Ska-Wae: (Corsair Dagger & Dice Game) Target Character in Water misses next turn Friendly Zaratan (Armored Sea Creature): Battleroll +10 in Water territory Bodor Musicians: Opponent in City must miss his next turn Aided by Mentor: Battleroll +5 or heal one life Ambush: If attacked in a Duel gain Battleroll +7 Escape: Negate Battle. Swamp Fever: (Disease) Target Character in Forest misses next 2 turns. Spinning Sickness: (Disease) Target Character in Mountains misses next 2 turns. The Red Death: (Disease) Target Character in City loses 1 life or Companion Yatuk: (Disease) Target Character in Forest loses 1 life or Companion Thasian Dancers: Target Character in City misses next turn Quan Pleasure Barge: Target Character in Water misses next turn The Emperors Road: Get an extra turn. Notes: Unless noted the effects of Event cards last only one turn.

SPELL CARD LIST {Name: Effect} Spell of Summoning: Play a Foe card. Add its Strength to yours. Seal: Negate a Steal attempt Sigil: Negate a Steal attempt Ward: Negate Battle. Symbol of Power: Strength +4 Mystic Bolt: Ranged. Strength +4 Mystic Shield: Strength +4 Magic Resistance: Strength +5 vs Spellcaster Bolt of Elemental Power: Ranged. Strength +5 Shield of Elemental Power: Strength +3 Bolt of Eldritch Power: Ranged. Strength +3 Shield of Eldritch Power: Strength +5 Reveal Magical Emanations: Look at opponents Spell Hand Reveal Unseen Presences: Strength +3

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Radiance: Negate Battle or Strength +2 Metamorphosis: Play a Foe card. Add its Strength to yours. Levitation: Flight Beguile: Strength +3 Command Strength +5 Illusion: Negate a Battle Divination: Seer Conjuration: Play a Foe card. Add its Strength to yours. Weird: Gain Strength +3 companion for Battle Bewitch: Target must miss one turn Jinx: Target gets Strength –1 for 7 turns Malediction: Target loses one Life Obsession: Target must discard 3 Fate cards Cantrip: Strength +1 Spellbind: Strength +4 Rejuvenesence: Gain one Life Charm: Strength +4 Enchantment: Put a +1 Strength Token on Target Item with a Strength Bonus. Counter Spell: Negate a Spell just cast. Banish: Destroy Foe Blessing: Strength +1 for 3 turns Faith Healing: Gain one Life Miracle Working: Search any deck for one card & put it in your hand Concoct Potion: Use as any potion in the Item list. Concoct Powder: Use as any powder in the Item list. Concoct Poison: Poison Concoct Medicinals: Gain one Life Notes: Unless noted the effects of Spell cards last only one turn. FAQ's 1) You draw spell card(s) in the Spell Card Phase. When can you cast? --You can cast them whenever it seems appropriate. 2) You can only be attacked by 1 Foe or Character in your Encounter Phase. Understand this to mean there is only 1 Foe card allowed on a space at a time. But, you won't get attacked by another Character until the latter's phase so couldn't you always encounter a foe, finish your turn, then get attacked in the next player's turn? --Yes thats how it works (but I'm open to suggestions). 3) An Adventure can be played after defeating a Foe? --Yes. 5) Last instruction about Adventures is that "If moved and did not play an Adventure card this turn. . ." Is this the only way/time you can acquire an item or companion from out of your own hand to put next to your character card? --Yes. (This is a rule that could easily be changed)

LINKS Talislanta

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ADVENTURES IN WONDERLAND

INTRODUCTION Card game for 2+ players. Based on the book “Alice’s Adventures in Wonderland” by Lewis Carroll.

VICTORY Wake up your opponents by increasing their Insanity Totals to 19+.

INSANITY POINTS Each player has a starting Insanity total of zero.

THE DECK Players share a common deck. The deck contains 4 types of cards: Character Cards Location Cards Action Cards Modifier Cards

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SETUP All players are dealt a hand of 7 cards. The cleverest player goes first.

TURN SEQUENCE Players take turns. Each turn has 6 phases: Untwist Phase Draw Phase Story Phase Play Phase Insanity Phase End Phase

UNTWIST PHASE All cards that are twisted sideways are twisted right side up.

DRAW PHASE Draw one card. If the deck runs out, shuffle the discard & draw from it.

STORY PHASE You automatically get 1 Free Story Point (SP) You may Twist your land cards sideways to generate 1 additional SP each.

PLAY PHASE You may put Location, Character, and Modifier cards into play. These cards are put face up on the table in front of you. Location, Character, and Modifier cards stay in play until Some other rule or card causes them to be discarded. Character and some Modifier cards require the spending of Story Points (their cost) to put them in play. Modifier cards are attached to Character cards.

INSANITY PHASE Twist your Character cards sideways to have them “Attack” a target player. Each unblocked character causes that player to gain insanity points equal to The Insanity Level of the attacking Character. The targeted opponent may block your attackers with his untwisted characters. Attacker & Blocker compare Insanity Levels. The lower level of the two is discarded. If equal, both are discarded. Two or more characters may combine to block a single attacker. Discard combined characters with a combined level equal to the level of the attacker.

END PHASE Max hand size is 7 cards. Discard excess cards. Story points not spent are lost.

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ACTION CARDS Play action cards whenever appropriate. Action cards are discarded after being played.

CARD LIST NOTATION IL = Insanity Level IP = Insanity Point Cost = Cost in Story Teller points to bring card into play C = Character A = Action M = Modifier L = Location TARC = Target Character SP = Story Point Recall = Put card back in owners hand FTO = For this turn only RCFHO = Random card from hand of opponent CIDIYH = Put character in discard into your hand PIHY = Put it in your Hand DOYC = Discard 1 of your Characters

ADVENTURES IN WONDERLAND CARD LIST Card Name Mad Hatter Off With His Head The Queen of Hearts The Cheshire Cat Rabbit Hole Falling Down a Well White Rabbit Magic Mushroom Trial The Knave of Hearts Painting White Roses Red Pool of Tears Riddle The Duchess Eat Me Cake Drink Me Bottle Golden Key Blocked Locked Door Talking Mouse Dreaming Orange Marmalade Hookah Tiny Door card Eat Mushroom Dinah the Cat Curiouser & Curiouser draw 5 Talking Nonsense Splendidly Dressed Kid Gloves & Fan Blocked Magpie & Canary Duck & Dodo card Lory & Eaglet

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Type C A C C L A C L A C A L A C A A M

Cost 5 3 6 5 0 1 1 0 2 5 0 0 1 4 1 1 2

IL 4 4 4 3 1 2 4 -

Notes Twist to twist 1TARC Discard 1 TARC Twist to recall 1 TARC Cannot be Blocked Twist for 2 SP’s Recall 1 TARC Recall Rabbit in End Phase Twist to make 1 TARC IL +1 FTO All Characters are Recalled Recall to steal 1 RCFHO Opponent gains 2 Insanity Points Play "Bird" Characters for free Twist 1 TARC & Draw a card IL +3 if Attacking Alone 1 TARC cannot be Blocked 1 TARC cannot be Blocked Attached Character cannot be

L C A A M L

0 3 0 0 2 0

1 -

Twist to negate 1 Target Attack All your Characters get IL +1 Look at next 7 cards in deck Gain 3 SP Attached Character gets IL +2 Twist to draw a card & discard a

A C A

1 5 2

2 -

Draw 2 cards Recall to Recall 1 TARC All players discard their hands &

A M M

1 1 2

-

1 TARC gets IL +3 FTO Attached Character gets IL +1 Attached Character cannot be

C C

1 2

1 2

Discard: both players remove 1 IP Discard: both players discard 1

C

2

2

Discard: both players draw 1 card

History Lesson Caucus Race Character Bill the Lizard Rabbits House Blue Caterpillar Old Father William Serpent Neck Pigeon Beautiful Garden Grow Larger Frog & Fish Invitation from the Queen Too Much Pepper Turn into a Pig Cook Throwing Dishes March Hare Dormouse Mad Tea Party play IL +1 Treacle Well Door in a Tree Spade Workers Club Soldiers Diamond Courtiers Croquet Ground SP The Executioner The Mock Turtle Mustard Mine per turn Gryphon School in the Sea Lobster Quadrille Rudeness Madness FTO Puns Repeat Lessons Order one About Panther & Owl Turtle Soup Twisted Logic Stolen Tarts card Throne Room King of Hearts Hallway of Doors deck Guinea Pigs Deny Everything Suspicion We're all Mad Here

A A

2 2

-

All Characters become Twisted Each player must discard 1

C L C C A C L A C A A A C C C L

2 0 4 4 1 2 0 3 1 2 2 3 3 4 5 0

1 2 3 1 1 2 2 2 -

Discard to negate an Action Card Twist to untwist a target card Twist to give 1 TARC IL +2 FTO IL +4 if Blocking 1 TARC gets IL +3 FTO Recall to look at opponents hand Twist to force 1 TARC to Attack Discard target Location Discard to Draw a card Take 1TARC from deck & PIYH All Characters become Twisted Discard 1 TARC Discard a Card for IL +2 FTO Pay 1 SP for IL +1 FTO Recall to discard 1 RCFHO Twist to give all Characters in

L L C C C L

0 0 1 1 1 0

1 1 1 -

Twist & pay 3 SP to put CIDIYH Twist to make 1 TARC unblockable Twist & pay 5 SP to draw a card Discard to Recall 1 TARC Draw a card when played Discard a card from hand to get 2

C C L

6 5 0

2 4 -

Recall to Discard 1 TARC Twist to gain 1 SP Both players draw 1 extra card

C L A A M

5 0 3 2 2

2 -

Recall to draw a card Hand Size +1 Discard all characters in play Destroy Target Blocker Pay X SP. Character gets IL +X

A A A C A A A

X 1 5 1 X X 5

1 -

Pay X SP. Opponent gains X IP Draw 3 cards & Discard 2 Take control of 1 TARC Discard for 1 SP Pay X SP. Remove X IP from self Pay X SP. Discard X RCFHO Look at Opponents hand & steal 1

L C L

0 4 0

3 -

Play "Card" Characters for free Opponents hand size –1 Twist to look at next 3 cards in

C A A A

2 2 0 3

1 1 -

Discard to discard 1 RCFHO Negate/discard a card just played Look at opponents hand All Characters get IL +1 FTO

THROUGH THE LOOKING GLASS CARD LIST Card Name Lets Pretend The Looking Glass House play a Character Memorandum Book Jabberwocky Jub Jub Bird Play

Type A

Cost 1 L

IL 0

Notes Draw 3 cards Twist to discard a card &

M C C

1 6 3

7 X

Increase Hand Size +1 Must attack every turn if able X = # of locations you have in

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Bandersnatch it Blocks Vorpal Sword Tum Tum Tree Tulgey Wood your turn Floating on Air Garden of Live Flowers Twisting Path Tiger Lily Rose & Violet Daisies Red Queen FTO Go in Opposite Direction Contrariness Chess Board Country Jumping Brooks Run Very Fast A Thousand Pounds Thinking in Chorus Hoarse Horse Beetle & Goat Jumping Train FTO Dressed in White Paper Sad Joking Gnat play Irony Rocking Horse Fly Snap Dragon Fly Bread & Butterfly Insect Woods Where Things have no Names Fawn FTO Tweedledum Tweedledee Fiddle Trees Characters Dance in a Ring Opponent The Walrus The Carpenter Contrariwise Narrow Path ability The Sun at Night 7 Maids with 7 Mops Location Oyster Bed Cabbages & Kings Boiling Sea Play them such a Trick Young Oysters Puzzler his hand Red King Wakes Up Dress for Battle Monstrous Crow The White Queen Never Today Remember Next Week Six Impossible Things Dark Little Shop IP

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C

5

3

Gets IL+1 permanently every time

M L L

2 0 0

-

Character gets IL +5 if Blocked Twist to Remove 1 IP Twist to force 1TARC to block on

A L L C C C C

1 0 0 3 2 1 6

6 4 2 5

1TARC is unblockable FTO Play Flower Characters for Free Twist to twist 1 TARC Cannot Attack Cannot Attack Cannot Attack Twist to take control of 1 TARC

A A L A A A A C C L

2 2 0 3 1 0 2 2 2 0

2 2 -

Target Attack targets opponent Take control of 1 TARC FTO Play Chess Characters for Free Discard target Location 1TARC is unblockable FTO Gain 3 SP All your Characters get IL +1 FTO

M C

1 5

X

Character is IL +1 X = # of Characters you have in

A C C C L L C

1 1 2 2 0 0 2

1 2 2 1

Switch hands with Opponent Discard to give opponent 3 IP Discard to remove 3 IP Play Insect Characters for Free DOYC to remove 3 IP Twist to make 1TARC unblockable

C C L

5 5 0

X X -

X = # of cards in your Hand X = # of cards in opponents Hand Twist to twist 1TARC +1 of your

A

1

-

Switch Characters in play with

C C A L

4 4 1 0

4 3 -

DOYC to get IL +1 DOYC to get IL +2 Negate a TARC special ability Twist to Negate a TARC special

A C

1 3

1

Untwist all of your Locations Discard to Discard Target

L A L A C A

0 0 0 1 1 1

1 -

Twist to give Blocker IL +2 Draw 2 cards Play “Sea” Characters for free Discard 1 TARC Discard them instead of TARC Opponent gives you 1 card from

A A A C A A A L

2 1 2 5 3 1 6 0

3 -

Discard all cards in play 1 TARC gets IL +3 FTO Discard all Locations in play All enemy Characters are IL –1 Opponent must skip his next turn Look at next 7 cards in deck Draw 6 cards Discard a Card to give opponent 1

Twist to make 1TARC unblockable

Knitting Sheep Rushes Out of Reach Humpty Dumpty All the Kings Horses All the Kings Men Narrow Wall opponent 2 IP Unbirthday Present Which is to be Master? Impenetrability Toves & Borogoves Unsatisfactory People I see Nobody 4207 Foot Soldiers Haigha & Hatta & PIHY Anglo Saxon Attitudes The Unicorn The Lion The Red Knight The White Knight Rules of Battle Characters Provided for Everything card in your hand Aged Aged Man card Ridiculous Inventions The Eighth Square free Golden Crown Dinner Party Leg of Mutton Plum Pudding Banquet Table Poems About Fish Life is but a Dream

C A C C C L

4 1 5 2 2 0

2 5 1 1 -

Twist to untwist target Location Recall 1 TARC Discard to give opponent 7 IP Discard to CIDIYH Discard to CIDIYH Discard a Character to give

A A A C A A C A

0 5 3 2 2 2 1 3

2 1 2

Steal 1 RCFHO Take control of 1 TARC Negate all Attacks this turn Discard for 2 SP All Characters get IL –1 FTO Discard all Characters in Play Twist to twist target Location Discard to take 1 card from deck

M C C C C A

2 4 4 4 4 3

3 3 3 3 -

Character is IL +2 IL +2 if Blocking IL +2 if Blocked IL +1 if Blocking or Blocked IL +2 if Attacking Recall all Blocking/Blocked

M

5

-

C

4

2

Twist to Draw 1 card & Discard 1

A L

2 0

-

Draw 5 cards & Discard 5 cards Twist to play an Action card for

M A C C L A A

3 X 2 3 0 2 2

2 2 -

Character is IL +3 All Players gain X IP Discard to remove 3 IP Recall to remove 1 IP Play “Food” Characters for Free Recall all Attackers All Players discard their hands

Character gets IL +1 per

LINKS Lenny's Site

75

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AFRIKA KORPS

INTRODUCTION Card game for two players. Simulation of the North Africa campaign of WWII. One player is the Germans (& Italians), the other player is the Commonwealth (British & Allies).

VICTORY Control all 6 Terrain Tokens to win.

THE DECK Players share a common deck.

CARD TYPES G C B A D E S

= = = = = = =

Only the German (Axis) player can use these cards Only the Commonwealth (Allied) player can use these cards Both players can use this card This card can only be used by the attacker This card can only be used by the defender This card can be used in either attack or defense Supply card: can be used by either player

TERRAIN TOKENS Each player starts the game with 3 Terrain Tokens. Every time you win a hand, you take a Token from your opponent.

ATTACKERS/DEFENDERS The Germans start the game as the Attackers. The Commonwealth starts the game as the Defenders. After the first turn, the Attacker is always the player who won the previous hand.

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Only the Attacking player can use Attack cards. Only the Defending player can use Defense cards.

TURN SEQUENCE Each turn has 3 phases: Logistics Phase Strategy Phase Battle Phase

LOGISTICS PHASE Each player draws a number of Turn Germans 1-3 8 4-6 7 7+ 6 If the deck runs out, shuffle

cards depending on what turn it is: Commonwealth Historical Commentary: 6 Rommel Arrives 7 Montgomery Arrives 8 Operation Torch the discard and draw from it.

STRATEGY PHASE Players may discard up to 3 cards and draw replacements.

BATTLE PHASE Players reveal their hands. Every card has a Force value. Players add up the Force value of all the cards in their hand. If a player cannot use a card, it has a Force of zero. (Nationality & Attacker/Defender limitations) If one player has a Supply card and the other does not, the Player with the supply card gets a Force bonus of +5. The player with highest total Force wins the hand. The Winner takes a Terrain Token from his opponent.

CARD LIST Card Name Field Marshall Erwin Rommel The Desert Fox Sturm, Swung, Wucht Luftwaffe 88mm Guns Panzer Division Afrika Korps Panzer Tanks Stuka Dive Bombers Blitzkrieg Balanced Force Mix Panzer IV Tanks Panzer III Tanks Junkers 88 Medium Bombers Fragmentary British Forces Allied Tanks Outgunned PAK 38 5cm Guns General Cruewell Italian Aerete Division Italian Trieste Division Italian Infantry Division Vichy French

78

Force 9 8 7 7 7 7 7 7 7 7 7 7 6 6 6 6 5 5 3 2 1

User G G G G G G G G G G G G G G G G G G 4 G G G

Type E E A E E E E E E E E E E E E E E E G E E S

Notes

E

General Montgomery Australians British Troops New Zealand Division British Desert Air Force Enigma Decoded Desert Rats 25pr Guns Sherman Tanks Indian Division South African Division Polish Troops Grant Tanks Free French Forces Valentine Tanks Stuart Light Tanks General Auchinleck General Wavell Matilda Tanks Cruiser Tanks Crusader Tanks Royal Navy American Divisions General Patton Desert Hook Encirclement Coastal Road Pincer Pursuit Surround Mobile Operation Block Retreat Dash Offensive Action Siege Advance Guard Capture Objectives Weakly Defended Positions Breakthrough Advantage of Maneuver Mechanized Transport Diversionary Thrust Corridors Attack Rear Capture HQ Outflank Breaching Assault Drive into the Desert Grand Maneuver Cross the Frontier Armored Sweep Push Forward Diversionary Gambit Launch Attack Seize Airfield Tank Charge Exploit Success Exploratory Attack Spearhead Engineers Prepare Route Take the Ridge Systematic Destruction Cause Rout Panic the Defenders Relentless Pressure Scatter Supply Train Flush out Defenders

7 7 7 7 7 7 7 7 7 6 6 6 5 5 4 4 4 4 3 3 3 2 7 7 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5

C C C C C C C C C C C C C C C C C C C C C C C C B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B 5 B B B B B B B

E E E E E E E E E E E E E E E E E E E E E S E E A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A B A A A A A A A

Turn 7+ Turn 7+

A

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Probe Enemy Overrun Bypass Defenders Concentrate Force Storm the Pass Conceal Troop Movements Shock Effect Mine Clearing Artillery Barrage Counter Attack Mine Fields Repel Assaults Rearguards Garrison Failed Operation Antitank Screen Careful Positions Fortifications Enemy Overreached Gallant Resistance Fortress Impassable Terrain Spoiling Attacks Defensive Terrain Coastal Position Counter Thrust No Retreat Ambush Concealed Emplacements Anti-tank Guns Trap Enemy Supply Shortages Static Defenses Defensive Line Enemy Out of Fuel Dug in Positions Cauldron Battle Enemy Disengages Tank Traps Armor Piercing Shells Repulse Attack Block Advance Attacker Pinned Down AT Gunfire Strongpoint Outpost Hull Down Positions Earthworks Fall Back Position Seize the Initiative Stalled Advance Sandstorm Induce Caution Uncoordinated Attack Wire Entanglements Concrete Dugouts Anti-Tank Ditches Tenacious Defense Delaying Actions Tanks en Masse Heavy Losses Secure Flanks & Rear Armored Force Ground Support Aircraft Surprise Desert Warfare

80

5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 3 3 3 3 3 3

B B B B B 5 B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B 3 B B

A A A A A B A A A D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D E E E E B E E

A

E

Self Propelled Guns Set Piece Battle Demoralize Foe Dispirited Foe Bitter Fighting Artillery Bombardment Keep Enemy Off Balance Threaten Flank Mechanical Breakdown Slaughter Send in Reserve Air Reconnaissance Armored Cars Artillery Support Field Howitzers Dust & Smoke Tank Melee Combined Force Radio Intercept Rendezvous Deception Desperate Effort Dummy Tanks Ruse Confusion Air Superiority Caught off Guard Enemy in Disarray Unpredictable Movements Divide Forces Smokescreen Armored Division Veteran Troops False Intelligence Blunder Enemy Withdraws High Ranking Officer Lost Wireless Sets Supply Column Recovery & Repairs Train & Drill Troops Build up Strength Salvage Equipment Airlift Supply Route Water Fuel Ammunition Food Reinforcements Line of Supply Maritime Resupply Sustain Advance Preparations Convoys Recuperate Supply Dumps Field Maintenance Areas Respite Reorganize & Refit Lines of Communication Captured Equipment

3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

B B B B B B B B B B B B B B B B B B B B B B B B B B B B 3 B B B B B B B B B B B B B B B B B B B B B B B B B B B B 1 B B B B

E E E E E E E E E E E E E E E E E E E E E E E E E E E E B E E E E E E E E E S S S S S S S S S S S S S S S S S S S B S S S S

E

S

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AFV SKIRMISH INTRODUCTION Two Player Board & Card Game of Modern Tank Combat.

VICTORY Destroy all enemy Armored Fighting Vehicle Units.

UNITS Each player starts the game with 8 AFV (Armored Fighting Vehicle) Units. Use Miniatures, counters, or tokens to represent AFV’s Each Unit represents a combined arms squadron.

SETUP Each player places one unit on each square of his back two rows. Units may not stack. Flip a coin to see who goes first. Each player is dealt a hand of 5 cards

THE DECK Players share a common Deck. The Deck contains 10 types of Cards: Offensive Attack Defensive Attack Units Weapons Movement Obstacle Protection Leadership Morale Reconnaissance

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Fire Phase

ORDERS PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

82

MOVE PHASE Play (discard) a Move card to move one of your units. Moves can be diagonal or orthogonal. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card. Your opponent may play Obstacle cards to negate the Move of a single unit.

FIRE PHASE Play (discard) an Attack card to have a unit attack. Attacks can be diagonal or orthogonal. The enemy unit that is the target of the attack is automatically destroyed and removed from the map. Your opponent may play Protection cards to negate your Attack.

CARD NOTATION A D W M U O P L Z R

= = = = = = = = = =

Offensive Attack: Move 1 space or attack into adjacent space Defense Attack: Attack into adjacent Space Weapons: Attack of Range = 2 Maneuver: Move Unit 2 Spaces Unit: Move Unit 1 space Obstacle: Negate Move Protection: Negate Attack Leader: Draw 2 Cards Morale Card: Opponent must discard 2 random cards Reconnaissance: Look at Opponents hand or next 5 cards in deck

CARD LIST Card Name Deliberate Attack Frontal Attack Hasty Attack Main Attack Supporting Attack Decisive Engagement Direct Fire Fire & Movement Bounding Overwatch Clear Enemy in Zone Wedge Formation Offensive Front Seize Initiative Pursuit Exploit Gap Secure Sector Massed Attack Infiltrate Flank Attack Surprise Attack Skirmish Strike Enemy Rear Overwhelm at Short Range Advance Guard Drive Head-on Blitz Base of Fire Primary Position

Type A A A A A A A A A A A A A A A A A A A A A A A A A A D D

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Battle Position Counter Attack Kill Sack Decisive Terrain Defile Engagement Area Field of Fire Overwatch Coil Formation Defensive Front Key Terrain Killing Zones Fire from Concealment Strongpoint Blocking Position Fortified Position Ambush Long Range Gun Duel ATGW at 4000m Armored Fighting Vehicle Close Air Support Fighter Main Battle Tank Infantry Fighting Vehicle Cavalry Fighting Vehicle 122mm SP Howitzer 155mm SP Howitzer Tank Destroyer SP Anti-Tank Gun Gun-over-Hull Tank Helicopter Gunship Mechanized Infantry Tank Platoon Fire Support Team Light Tank Hunter-Killer Tank Air Supremacy Heavy ATGM Teams Combined Arms Armored Personnel Carrier Mortar Carrier Numerical Superiority Conventional Munitions Scatterable Mines (FASCAM) AP Discarding Sabot (APDS) Hypervelocity DS (HAPFSDS) IR Night Vision Devices Thermal Imaging System Laser Rangefinder 105mm Rifled Cannon 120mm Smooth Bore Gun Anti-Tank Guided Missile HE AT Ammo (HEAT) HE Squash Head Ammo (HESH) Rocket Propelled Grenade Fire Control Systems 25mm Automatic Cannon Laser Guided Artillery Air Dispensed Munitions Terminally Guided Munitions Supersonic Fire & Forget ATGM Stabilized Gun Artillery Fire First Round Hit Pin Point Accuracy Depleted Uranium Ammo Alternate Position

84

D D D D D D D D D D D D D D D D D D D U U U U U U U U U U U U U U U U U U U U U U W W W W W W W W W W W W W W W W W W W W W W M

W

W

Avenue of Approach Checkpoint Coordinating Point Covered Approach Displace Traveling Traveling Overwatch Maneuver Mobility Phase Lines Movement to Contact Advance to Fire Position Passage of Lines Withdrawal Breakthrough Detachments Automotive Performance Gas Turbine Engines Momentum Overrun Bypass Enemy Position Lure (Bait) Anti-Tank Ditch Tracks Damaged Out of Gas Soft Ground Water Barrier Mine Field Defilade Cover Dead Space Hull Down Reverse Slope Turret Down Smoke Screens Electronic Countermeasures Camouflage Dug In Laminate Armor Reactive Armor Composite Armor Inclement Weather Halogen Gas Extinguishers Wet Ammo Stowage Sloped Armor Thick Frontal Armor Visual & IR Screening System Dust Clouds Evasive Action Combat Multiplier Commanders Intent Economy of Force Fire Support Coordination Concept of Operations Fragmentary Order Integrate Enemy Doctrine Concentrate Mass Mission Attainable Objective Priority Target Command Post Task Organization Tank Commander Terrain Analysis Courage & Tenacity Guile & Cunning

M M M M M M M M M M M M M M M M M M M M M M O O O O O O P P P P P P P P P P P P P P P P P P P P P L L L L L L L L L L L L L L L L L

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Skill & Determination Branch Plans Logistics Command & Control Exhaustion Fatigue Confusion Suppression Fear Shattered Nerves Lack of Sleep Weakened Unbalanced Counter Fire Cowed Heavy Casualties Shaken Wrecked Lines of Communication Demoralized Unsupported Attack Surveillance Forward Observers Group of Targets Grid Coordinates Intelligence Preparation Scouting Elements Line of Contact Enemy Disposition Target Acquisition Reconnoiter Early Warning Air Reconnaissance Remotely Piloted Vehicles Armored Cars Artillery Observers Screen Front & Flanks Locate Resistance Radio Intercept Caught in the Open

L L L L Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z R R R R R R R R R R R R R R R R R R R

GAME DESIGNERS NOTES These are the same cards from AFV. If you make the Deck you will be able to play both games.

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AFV INTRODUCTION Two Player Card Game of Modern Tank Combat.

VICTORY Reduce your opponent to 0 AFV tokens.

AFV TOKENS Each player starts the game with 16 AFV (Armored Fighting Vehicle) Tokens

SETUP Flip a coin to see who goes first. Each player is dealt a hand of 10 cards

THE DECK Players share a common Deck. The Deck contains 10 types of Cards: Offensive Attack Defensive Attack Units Weapons Movement Obstacle Protection Leadership Morale Reconnaissance

TURN SEQUENCE Players take turns. The current player is called the Active player. His opponent is called the Defending player. Each turn has 8 phases: Deploy Phase Leadership Phase Reconnaissance Phase Defensive Phase Defensive Movement Phase Offensive Phase Offensive Movement Phase Redeploy Phase

DEPLOY PHASE Both players fill their hands to 10 cards from the deck. If the deck ever runs out, shuffle the discard and draw from it.

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LEADERSHIP PHASE Players may discard Leader Cards. For each Leader card he discards, a player may draw 2 cards from the deck.

RECONNAISSANCE PHASE Players discard Reconnaissance cards. The player who discards the most Recon cards gets to look at his opponent’s hand and may discard up to 4 cards and draw replacements. If it is a tie, both players may discard and redraw up to 3 cards.

DEFENSIVE PHASE The Defending player may discard a Defensive Attack card or Leader card. He must also discard either a Unit card or a Weapon card. The Active player must lose an AFV token unless he discards a Protection card if a Weapon card was played or a Morale Card if a Unit card was played.

DEFENSIVE MOVEMENT PHASE The Defending player may discard a Movement Card or Leader card. If he does so he may repeat the Defensive Phase. The Active player may play an Obstacle card to negate the Defenders play.

OFFENSIVE PHASE The Active player may discard an Offensive Attack card or a Leader card. He must also discard either a Unit card or a Weapon card. The Defending player must lose an AFV token unless he discards a Protection card if a Weapon card was played or a Morale Card if a Unit card was played.

OFFENSIVE MOVEMENT PHASE The Active player may discard a Movement Card or Leader Card. If he does so he may repeat the Offensive Phase. The Defending player may play an Obstacle card to negate the Active Players play.

REDEPLOY PHASE Each player may discard up to 5 cards.

__________________________________________________________ _______ OFFENSIVE ATTACK CARD LIST Deliberate Attack Frontal Attack Hasty Attack Main Attack Supporting Attack Decisive Engagement Direct Fire

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Fire & Movement Bounding Overwatch Clear Enemy in Zone Wedge Formation Offensive Front Seize Initiative Pursuit Exploit Gap Secure Sector Massed Attack Infiltrate Flank Attack Surprise Attack Skirmish Strike Enemy Rear Overwhelm at Short Range Advance Guard Drive Head-on Blitz

DEFENSIVE ATTACK CARD LIST Base of Fire Primary Position Battle Position Counter Attack Kill Sack Decisive Terrain Defile Engagement Area Field of Fire Overwatch Coil Formation Defensive Front Key Terrain Killing Zones Mine Field Fire from Concealment Strongpoint Blocking Position Fortified Position Ambush Long Range Gun Duel ATGW at 4000m

UNITS CARD LIST Armored Fighting Vehicle Close Air Support Fighter Main Battle Tank Infantry Fighting Vehicle Cavalry Fighting Vehicle 122mm Self-Propelled Howitzer 155mm Self-Propelled Howitzer Tank Destroyer SP Anti-Tank Gun Gun-over-Hull Tank Helicopter Gunship Mechanized Infantry Tank Platoon Fire Support Team Light Tank Hunter-Killer Tank Air Supremacy

89

Heavy ATGM Weapon Teams Combined Arms Armored Personnel Carrier Mortar Carrier Numerical Superiority

WEAPONS CARD LIST Dual Purpose Improved Conventional Munitions (DPICM) Family of Scatterable Mines (FASCAM) Armor-Piercing Discarding Sabot (APDS) Hypervelocity AP Fin-Stabilized DS (HAPFSDS) IR Night Vision Devices Thermal Imaging System Laser Rangefinder 105mm Rifled Cannon 120mm Smooth Bore Gun Anti-Tank Guided Missile (ATGM) High Explosive AT Ammo (HEAT) High Explosive Squash Head Ammo (HESH) Rocket Propelled Grenade Fire Control Systems 25mm Automatic Cannon Laser Guided Artillery Air Dispensed Munitions Terminally Guided Munitions Supersonic Fire & Forget ATGM Stabilized Gun Artillery Fire First Round Hit Pin Point Accuracy Depleted Uranium Ammo

MOVEMENT CARD LIST Alternate Position Avenue of Approach Checkpoint Coordinating Point Covered Approach Displace Traveling Traveling Overwatch Maneuver Mobility Phase Lines Movement to Contact Advance to Fire Position Passage of Lines Withdrawal Breakthrough Detachments Automotive Performance Gas Turbine Engines Momentum Overrun Bypass Enemy Position Lure (Bait)

OBSTACLE CARD LIST Anti-Tank Ditch

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Tracks Damaged Out of Gas Soft Ground Water Barrier

PROTECTION CARD LIST Defilade Cover Dead Space Hull Down Reverse Slope Turret Down Smoke Screens Electronic Countermeasures Camouflage Dug In Laminate Armor Reactive Armor Composite Armor Inclement Weather Halogen Gas Extinguishers Wet Ammo Stowage Sloped Armor Thick Frontal Armor Visual & IR Screening System Dust Clouds Evasive Action

LEADERSHIP CARD LIST Combat Multiplier Commanders Intent Economy of Force Fire Support Coordination Concept of Operations Fragmentary Order Integrate Enemy Doctrine Concentrate Mass Mission Attainable Objective Priority Target Command Post Task Organization Tank Commander Terrain Analysis Courage & Tenacity Guile & Cunning Skill & Determination Branch Plans Logistics Command & Control

MORALE CARD LIST Exhaustion Fatigue Confusion Suppression Fear Shattered Nerves Lack of Sleep

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Weakened Unbalanced Counter Fire Cowed Heavy Casualties Shaken Wrecked Lines of Communication Demoralized Unsupported Attack

RECONNAISSANCE CARD LIST Surveillance Forward Observers Group of Targets Grid Coordinates Intelligence Preparation Scouting Elements Line of Contact Enemy Disposition Target Acquisition Reconnoiter Early Warning Air Reconnaissance Remotely Piloted Vehicles Armored Cars Artillery Observers Screen Front & Flanks Locate Resistance Radio Intercept Caught in the Open OPTIONAL DOUBLE HIT RULE by Ronald Pehr During Defensive or Offensive phase, As an alternative rule, allow a combined Attack + Leadership + Unit + Weapon, which would hit two tokens unless opponent plays both Protection + Morale.

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AGEA INTRODUCTION Card Game. Greek Heroes undertake adventures of Mythic proportions. Players accumulate Heroes, City States, Relics, and great Victories over legendary monsters with the aid of the Gods.

THE CARDS To play you will have to make your own cards. There are 129 cards in the deck. Use unlined colored index cards. One side should be blank or have the name Agea written on it. The other side should include: Name of the card. For example: Sphinx Card Type. For example: Event; or Non-Monster Foe; or Non-Foe Challenge All information in the card description. For example: Wit (Riddle) Sample Card:

_______________________ |Sphinx

|

|

|

|

|

|

|

|

|

|

|

|

|

|

|

|Monster Challenge

|

|

|

| |

Wit (Riddle)

| |

|

|

|

| 93

|

|

|_______________________| SETUP Flip coins or roll dice to determine turn order. Turn order remains the same for the rest of the game. Shuffle the deck. Players cut the deck until each has one hero. Players put their hero face up on the table "in play". Players start the game with no cards in their hands.

TURN SEQUENCE Players take turns. There are 3 phases in a turn: 1. Recovery Phase 2. Draw Phase 3. Adventure Phases

RECOVERY PHASE Remove 1 Delay Token from all of your Heroes that have them. Use coins, dice, or whatever for Delay Tokens. Maximum hand size = 7 Cards. Discard down to maximum hand size.

DRAW PHASE Draw 1 Card. Whenever a card is drawn show it to all players. If it is a Challenge card discard it into the discard pile. If it is a City State or Hero place it face up in front of you. You now control the Card, but it is not part of your hand. If you draw a Relic or Companion, either attach it to a Hero or keep it in your hand to be attached at any later time. Attached cards are placed partially under the Hero card with their names showing. If it is an Event Card play it or keep it, unless the card instructs you to play it immediately. Event cards are discarded as soon as their effect is resolved. Play Event cards whenever it is appropriate.

ADVENTURE PHASE Each of your heroes that does not have delay counter(s) may, in any order, draw a card (Go adventuring). All Heroes adventure separately. Play City States, Heroes, and Events as in Draw Phase. Any Relics or Companions found must be attached to that Hero only. If a Hero draws a Challenge card the hero is tested: If the Hero has the trait listed on the Challenge card the Hero is victorious and the Challenge card is placed in that players Victory Pile. Relics & Companions lend their traits to their Hero owner. Event cards, like Blessings, can also give Heroes extra traits. If the Hero does not have the trait, then the Hero is defeated. Put 1D6 (1 die roll) Delay tokens on the Defeated Hero and discard the Challenge. If you roll a 6 the hero and all his posessions are discarded. (A Greek Tragedy)

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If the Challenge card contained the word 'destroyer' in its description then that player must also discard a City State. Sample Challenges: 1. Hercules encounters the Hydra. Hercules has the trait 'Strength' and the Hydra is a test of strength or wit, so Hercules is victorious. 2. Argo meets the Hydra. Argo has neither strength nor wit, so he is defeated and gets 1D6 delay tokens. 3. Ajax has the relic 'Blade of Hephaestus' which gives him the trait of 'War'. He encounters the Centaurs and defeats them. 4. Theseus draws 'Lost at Sea'. He plays the event 'Blessing of Poseidon' giving him the navigation trait. He overcomes the challenge. Note: a hero with the Demigod trait will automatically overcome any challenge on a roll of 1-2 on 1D6.

WARS There are 4 Event cards that start wars. All players add up the number of Heroes and City states they control, plus all of the War and Army traits they can muster. Do not count delayed Heroes. Each player adds 1D6 to their sum. The sum is called the Battle Total. The player with the highest Battle Total is the winner. The winner may take a City State away from one of the losers. The winner puts the War event card in his Victory pile.

ENDING THE GAME The game ends when the last card is drawn from the deck.

VICTORY The player with the most accumulated victory points (VP) at the end of the game is the winner. Gain VP in the following manner: Accomplishment VP Awarded Per Hero you control 1 Per City State you control 1 Per Relic owned 1 Per War won 4 Per Blessing in your final Hand 1 Per Challenge in your Victory Pile 1 Some cards will contribute more VP according to their card description.

MONSTER FOE CHALLENGES Centaurs Chimaera Cyclops Dragon Gorgon Harpy Hydra Lion Minotaur Sphinx Griffon Sirens

TESTS (NOTES) Music, Wine, War, Army Mirror, Flying (Petrification) Wit, Archer, Wine (Blind him) Archer (Locate the soft spot)Destroyer Wit, Mirror (Medusa) War, Archer (Screeching) Strength, Wit (Regenerating heads) Music, Strength, Healing (Thorn in paw) Wit, Music (In Maze) Wit (Riddle) Music, War, Blessing of Prometheus Wit, Navigation, Flying (Song)

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Sea Serpent Navigation, Strength, Flying Kraken Flying, Navigation (Giant Sea Monster)Destroyer Hecatoncheire Any Blessing (100 Handed Giant) Antaeus the Giant Strength (He is weak if not touching ground) Cerebus Strength, Wit (3-Headed dog Guards underworld) Erymanthian Boar Strength, Swift, Wit Stymphalian Birds Archer, Wit Cretan Bull Wit, Strength, Knossos Ceynean hind Swift , Wit Diomedes wild mares Wit, Swift or sacrifice companion (flesh eaters) NOTES: Any Hero that defeats (distracts) Cerebus gains the Army trait (Dead released from Hades) or takes a Hero from Discard pile. Any Hero that defeats the sphinx gets to adventure again this turn.

NON-MONSTER FOE CHALLENGES King Midas Satyr Nymph Circe Pirates Lepers Philosophers Lotus Eaters Amazons Aphrodite Hypnus Oceanus

TESTS (NOTES) Wit (His touch turns all to gold) Wit, Gold, Wine, Music (Half man, half goat) Strength, Woman (Seduces men) Wit, Woman (Sorceress, turns men into pigs) War, Gold, Wine, Wit, Navigation, Army Healing, Music (Spread their disease) Wit (Argue with the Sophists) Wit, Healing, Music (Powerful Drug) Woman, Wit (Seduce their Queen) Woman (Goddess of Love) Companions (God of Sleep) Navigation (Titan of the Sea)

NON-FOE CHALLENGES

TESTS (NOTES)

Deliver Message Navigation, Chariot, Swift, Flying Long Journey Navigation, Chariot, Swift, Flying Labyrinth Wit, Swift Whirlpool Navigation, Flying Shipwreck Navigation, Flying Lost at Sea Navigation, Flying Augean Stables Wit NOTES: Non-Foe challenges do not go into victory piles. They are discarded win or lose.

RELICS Golden Fleece Gold of Midas Wine of Dionysus Nectar of the Gods Blade of Hephaestus Lyre of Apollo Owl of Athena Aegis Shield Arm-band of Zeus Winged Sandals Helm of Invisibility The Argos Lightning Javelins

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TRAIT Healing; Reduce Delays by 1 Gold (Discard after 3 uses) Wine (Discard after 3 uses) Wine (Discard after 3 uses) War Music Wit; or Discard immediately Defeats all Foes (Return to Strength Flying (Gift of Hermes) Defeats all Foes (Return to Navigation (Legendary Ship) Archer

turn

for 2 VP Zeus in 5 Turns) Hades in 5 Turns)

Wings of Icarus Cornucopia of Demeter Hyppolita's golden girdle Pan's Flute Apples from Hesperides garden

Flying Army (Ambrosia) Gold, Healing (Gift from the queen of the Amazons) Music Healing (Discard after 3 uses)

COMPANIONS

TRAIT

Ancient Mariner Scholar Pegasus Poseidon's Gift Horse Temple Maiden White Eagle of Zeus Phoenician Mercenaries Argonauts Promethean Clay Idmon (seer of Argos) Helena Andromeda

EVENTS

Navigation Wit Flying Swift Woman, Healing Flying, 2 VP (A gift) Army Army Any one (Pick a trait at time of attachment) Wit, Magic Woman(+1 to Battle total during Trojan War) Woman

NOTES

Persian War Play Immediately. See war rules Amazon War Play Immediately. See war rules Trojan War Play Immediately. See war rules Peloponesian War Play Immediately. See war rules Olympic Games All Swift & Strong Heroes in play gain 1 VP Pandoras Box Play Immediately. Shuffle discards into deck. discard this card Visit Oracle at Delphi Look at next 7 cards in Deck Made King Target Hero gains trait of Gold Blessing of Kronos Player takes another turn after this one Blessing of Poseidon Gain Navigation Trait for 1 Turn Blessing of Atlas Gain Strength Trait for 1 Turn Blessing of Hermes Gain Swift Trait for 1 Turn Blessing of Nike Gain Army Trait for 1 Turn Blessing of Prometheus Gain Wit Trait for 1 Turn Blessing of Hera Opponent must discard 2 cards Blessing of Pan Gain Music Trait for 1 Turn Blessing of Apollo Gain Music Trait for 1 Turn Blessing of Ares Gain War Trait for 1 Turn Blessing of Athena Defeat any Monster Blessing of Artemis Gain Archer Trait for 1 Turn Blessing of Asclepius Gain Healing Trait for 1 Turn Blessing of Tyche Draw 3 cards and discard 2 (Goddess of good fortune) Oration Gain control of target City state Betrayal Gain control of target Hero Steal Gain control of target Relic Volcano Destroy Target City State Lightning Bolt Kill target hero unless its owner discards any blessing card Cursed by a God Target hero delayed until its owner discards any blessing card Visit Olympus Target Hero with 5 or more traits becomes a God. Hero removed from play & keep this card in Victory pile for 7 VP Duel Delay one of your heroes for 3 turns to kill (discard) target hero Divine Intervention Discard to negate the effect of any Event card Homer the Historian Hold this card. Worth 3 VP if in final hand Trojan Horse Discard during War. Worth 2 Armies Child of Zeus Target Hero gains Demigod trait Hermes, God of Thieves Target Relic discarded Eris, Goddess of Strife Target Companion discarded Martyr Discard 1 of your heroes to add 3 to Battle total during a War Inspired by the Muses Target Hero may adventure twice more this turn

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Wrath of the Furies card

Target hero is delayed until its owner discards any blessing

HEROES

TRAIT

Achilles Theseus Perseus Hippolyta Atalanta Ajax Achilles Hercules Orion Odysseus Aeneas Memnon Hector Jason Zetes Argus Orpheus Bellerophon Icarus Cadmus Abaris

War, Chariot Wit, War War, Mirror War, Army War, Swift, Archer, Woman Strength Strength, War Strength, Demigod Archer, Demigod Wit, Strength, Archer Wit Wit Wit, Chariot Strength, Navigation Navigation, Demigod Navigation Music Archer, Flying (Pegasus) Flying Army Archer, Flying, Healing (Priest of Appolo)

CITY STATES

NOTES

Delphi Illyria Macedonia Rhodes Thessaly Thrace Xanthus Athens 2 VP Corinth Knossos Your Heroes defeat the Minotaur, Cretan Bull & Labyrinth Sparta +1 to Battle Total Thebes Byzantium Miletus Troy Mycenae Phrygia Midas kingdom Colchide NOTES: You cannot control both Sparta and Athens. Discard one.

SAMPLE CARD ART Thanks Codexier. ([email protected]) Click Here

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AIR TO AIR INTRODUCTION Two player card game simulating modern Jet Fighter Air Combat.

OBJECTIVE Kill all of your opponent’s planes.

SETUP Determine how many planes each player has. In the standard game each side has 2 planes: A flight leader and his wingman. For a quick game play one-on-one. A dogfight involving many planes is referred to as a Furball. Use coins or dice to keep track of planes.

THE DECK Players share a common deck. The deck contains six types of cards: Maneuver, Attack, Defense, Kill, Initiative, Team, and Pilot card types. All cards also have a point value. The deck contains one copy of each card in the list.

TURN SEQUENCE Each turn has 5 phases: Tactics Phase Reflex Phase Maneuver Phase Attack Phase Kill Phase

TACTICS PHASE Each player is dealt 5 cards face up. Each player draws an additional 5 cards (or 6 cards if you have more planes) If the deck runs out shuffle the discard and draw from it.

REFLEX PHASE Each player may discard up to 3 cards in his hand and draw replacements.

MANEUVER PHASE Players place their hands face up with their other face up cards. The player with the most points worth of maneuver cards becomes the attacker. The other player is the defender. If it is a tie, the turn ends. Initiative cards may be used as Maneuver cards in the first turn of a game. After the first turn, Initiative cards are useless.

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If a player has two or more planes remaining, he may use Team cards as Maneuver cards.

ATTACK PHASE If the attacker has more Attack card points than the defender has Defense card points the attacker scores a hit. Otherwise it is a miss.

KILL PHASE If the attacker scored a hit and he played at least one Kill card, one enemy plane is destroyed. If you win the game, add up the scores on all the Kill cards you used to kill enemy planes to get a final “Score”.

PILOT CARDS Pilot cards If they are cards. If they are attacker or

are wild cards: in the initial 5 dealt face up in tactics phase, they count as Maneuver played from the hand, they are attack cards if you are the defense cards if you are the defender.

CARD TYPES P I T M A D K

= = = = = = =

Pilot Initiative Tactics (Team) Maneuver Attack Defense Kill

CARD LIST Card Name: Fast & Lethal Pilot Instincts Ace Pilot Skill & Determination Aggression Self-Confidence Bogeys Spotted Avoid Radar Identification Friend or Foe Airborne Early Warning Blip Moving to Intercept Jettison Bombs Pulse Doppler Radar Radar Intercept Officer Break Rules of Engagement Surprise Mimic Bombing Attack Approaching Visual Fighter Tag Standoff Detect Active Radar Radar Lights Up Ambush

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Type P P P P P P I I I I I I I I I I I I I I I I I

Points 9 8 7 6 5 4 9 8 7 6 5 4 3 2 I 1 9 8 7 6 5 4 3 2 1

Scan Landscape Radio Wingman Combat Spread Welded Wing Formation Decoy Drag Maneuver Flight Integrity Split Up Bracket Fox 1 Pincer Maneuver Flight Leader Pursue Bandit Dogfight Gain Offensive Advantage Pitch & Roll High Yo-Yo Expend Energy Matching Turn Intercept Target Overshoots Peripheral Vision Tight Turns Air Tactics Target Overcompensates Know Enemy Tactics Target Loses Visual Second Pass Full Throttle Tally Ho Tumbleweed Low Yo-Yo Shock Wave Fly by Wire Knife Fight Feint Stick & Throttle Maximum Lift Air Superiority Fighter Trade Energy for Position G-Suit Target Low on Fuel Go into the Vertical Target Stalls Barrel Roll Inverted Descent Loop Dive from Above Rolling Scissors Speed Brakes Swing Wide Cut Back Bluff Mach Speed Turning Fight Situational Awareness Track while Scan Shallow Dive Air Combat Maneuvers Enemy Pilot Fatigued Dead in your Sights Select & Arm Missile Fire Missile Switch to Guns Lay into Target Infrared Homing Close the Distance

I T T T T T T T T T T T M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M A A A A A A A

9 9 8 7 6 5 4 3 2 1 9 8 9 8 7 6 5 4 3 2 1 9 8 7 6 5 4 3 2 1 9 8 7 6 5 4 3 2 M 9 8 7 6 5 4 3 2 1 9 8 7 6 5 4 3 2 1 9 8 9 8 7 6 5 4 3

1

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Engage Come into Range Heat Seeking Missile Heads Up Display Padlock View On his Six Weapons Envelope Missile Proximity Fuse Control Zone Arrive at the Elbow Inside Turn Radius Shoot ASAP Medium Range Missiles Long Range Missiles Lock On Cross Hairs Missile Lock Aiming Funnel All Aspect Missile Dive Attack Fire & Forget Heat Signature Painted Target Head on Pass Firing Position Radar Guided Missiles Close From Behind Launch Missile One Pass Haul Ass Aspect Angle Fire Burst Pulling Lead Angle of Attack First Pass Threat Indicator Break Off Pull up into Roll Know its Coming Fast Dive Avoid Missile Pull up Hard Stealth Technology Lag Pursuit Fail to Track Malfunction Dive Toward Missile Hard Turn Vertical Roll Increase Airspeed Pull Out Twist Away Miss Dump Flares Change Bearing Threat Warning Panel Outrun Enemy Jinking High-G Horizontal Maneuvers Electric Countermeasures Fight Separation Afterburner Chaff Terrain Masking Full Thrust Under Minimum Range Elude

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A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D

2 1 9 8 7 6 5 4 3 2 1 9 8 7 6 5 4 3 2 1 9 8 7 6 5 4 3 2 1 9 8 7 6 5 9 8 7 6 5 4 3 2 1 9 8 7 6 5 4 3 2 1 9 8 7 6 5 4 3 2 1 9 8 7 6 5

Alter Flight Path Near Blackout +9G Near Redout –3G Corner Velocity Defensive Maneuvering Radar Jamming Brake Hard Escape Window Change Heading Splash one Bogey Ball of Flame Engine Hit Wounded Bird Spiral Downward Pilot Ejects Plane Shatters Bugs Out Flames Erupt Shot Up Buy the Farm Good Hit Impact Fuselage Breaks Up Fuel Leak Heads for Home Confirmed Kill Aborts Mission Smoke Trails Missile up the Tailpipe Blown Up Explosion

D D D D D D D D D K K K K K K K K K K K K K K K K K K K K K

3 2 1 9 8 7 6 5 4 9 8 7 6 5 4 3 2 1 9 8 7 6 5 4 3 2 1 9 K 7 6

8

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AIR FARE INTRODUCTION 2-6 player Bidding Card Game. Players control airlines.

OBJECT Have the most money at the end of the game. Add to your bank account the base cost of all of your planes and landing rights minus any loans.

THE DECK There are 110 cards in the deck. There are 3 types of cards: Planes, Landing Rights, and Events. Landing Rights cards are also called Terminals.

OTHER MATERIALS Calculators and pen & paper are needed. Alternatively, use play money to represent profits. A 10 sided die is also needed (1D10).

SETUP Each player starts with: $50 (50 Million dollars). One Boeing 737 or one McDonnell Douglas DC-9. Landing rights to two Minor Airports. Remove the Plane and Landing Rights cards from the deck.

TURN SEQUENCE Maintenance Phase Draw Phase Flying Phase Revenue Phase Bid Phase End Phase

MAINTENANCE PHASE Each players rolls 1D10 for each of his planes. Very old planes are grounded on a roll of 1-3. Old planes are grounded on a roll of 1-2. New planes are grounded on a roll of 1.

DRAW PHASE All players draw one card. The cards are placed face up on the center of the table.

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This is known as the Bidding Pool. If there are no cards left in the deck, the game is over.

FLYING PHASE Remove all of your planes from their current terminals. Move (Fly) all non-grounded planes to a different terminal in a different city. Planes with a "US" range cannot fly to Europe. Flights connecting to Europe must originate or end in New York, Atlanta, Miami, Boston, or Washington DC. Place plane cards face up onto your terminal cards. Your planes can only fly to terminals you control. Certain Events may prevent flights into or out of specific cities. The Concorde can only be used to fly between New York and Europe.

REVENUE PHASE When a plane lands, you get an amount of money that depends on the number of landing rights, at that city, you control. Each Minor airport terminal gives a revenue of $10, no matter how many you control. At major Hubs, each landing will generate progressively more revenue, according to the table built into the Landing Rights card list. For example: The first plane you land at Miami International gives $20. The second plane you land earns $40. If you control all 4 landing rights, the fourth plane you land produces $90. Certain types of planes will increase or decrease the revenue generated by their flight. Money can be saved from turn to turn in your "Bank account". Pay interest on loans. If you cannot pay, you go bankrupt and lose the game.

BID PHASE Event Cards are discarded. Players may bid on some, none, or all of the plane cards and landing rights cards in the Bidding Pool. Bids are written down in secret and are revealed simultaneously. You cannot bid more money than you have in your account. Planes and Landing rights have Base costs as given in the card lists. A Bid cannot be for less than the Base Cost. The player that bid the most for a card gets control of it. That player keeps the card and subtracts the bid amount from his Bank account. If you lose a Bid you do not lose the money you bid. If a bid is a tie, all players lose the bid, and the card remains in the pool for next turn. Discard any cards no one bid on.

END PHASE Place the cards you won in bidding face up in front of you. They can start being used to generate income next turn. You may have more planes than landing rights and vise-a-versa.

RAISE MONEY FAST You may at any time sell your planes and landing rights to neutral third parties. Discard the card and gain money equal to the cards base cost. You can take a maximum bank loan of up to $100 at an interest payment of 20% per turn. Players can also sell cards to each other, or make loans to each other.

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LANDING RIGHTS (TERMINALS) CARD LIST City: # Base Minor Airports 8 20 Atlanta 4 30 Washington DC 4 40 Boston 4 40 Miami 4 50 Dallas 4 50 Los Angeles 4 60 Chicago 4 60 New York 4 80 Europe 4 100 # = Number of that card in the Base = Base cost (Minimum Bid)

1 10 10 10 10 20 20 20 20 30 40 deck.

2 10 20 30 30 40 40 50 50 60 80

3 10 40 50 50 60 60 80 80 90 120

4 10 50 70 70 90 90 100 100 120 150

PLANE CARD LIST Type: # Base Rev Range Boeing 737 4 25 -10% US McDonnell Douglas DC-9 4 25 -10% US McDonnell Douglas MD-80 6 75 --Medium British Aerospace 146 2 75 --US Lockheed L-1011 TriStar 2 100 +10% Large McDonnell Douglas DC-10 4 100 +10% Large Boeing 757 4 125 +10% Any Boeing 767 6 125 +20% US Boeing 747 Jumbo Jet 8 150 +30% Any Aerospatiale/BAC Concorde 2 150 +20% Any Rev = Increase/decrease in revenue generated by flight.

Age Very Old Very Old US New New Any

Old

Any

Old

New New Old New

Size Small Small Medium

Large Large Huge Small

EVENT CARD LIST Event: Pilot Strike New York snowed in Chicago Bag Handlers Strike Riots in Los Angeles Plane Crash settlements Air Traffic Controllers Strike Hurricane Oil Shortage Holiday Season Maintenance turn Terminal Tax rights this turn Independence Day Snowbirds Terrorism Strong Dollar Effective Advertising Campaign

# 1 1 1 1 1

Effect You get no income this turn No flights to/from NY this turn No flights to/from Chicago this turn No flights to/from Los Angeles this turn Lose one of your planes and $100 in litigation &

1 1 1 1 5

No flights to/from Atlanta this turn No flights to/from Miami this turn Everyone makes 50% revenue this turn Everyone makes 150% revenue this turn Everyone pays $10 for each of their planes this

2

Everyone pays $10 for each of their landing

1 1 1 1 4

Flights to Boston +50% revenue this turn Flights to Miami +50% revenue this turn No flights to/from Europe this turn Flights to Europe +50% revenue this turn You get +50% income this turn

PRICE WAR OPTIONAL RULE During Maintenance phase each player may pick one or more cities that they have landing rights at.

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These cities generate no income this turn.

ADVERTISING PHASE OPTIONAL RULE Insert this optional phase in between the Flying and Revenue Phases. Players secretly write down how much money they are spending on advertising for each of the cities they have landing rights at. If you spent more than an opponent you get to take 10% of his revenue from that city. If you spent twice as much as an opponent you get to take 1D10 X 10% of his revenue from that city. Unlike lost bids, all money spent on advertising is gone. Example: 4 players (A,B,C,D) have rights at the same city. Player A spends $0 on advertising and promotions. B spends $3. C spends $5. D spends $10. B rolls 1D10 X 10 and gets 50. B gets 50% of A's revenue. C gets 10% of B's income and 1D10 X 10% of A's remaining income. D gets 1D10 X 10% of the remaining profits of A, B, and C.

FASTER GAME VARIANTS For a quicker game remove 10-40 nonevent cards from the deck. Or, remove all the Boeing 757s, McDonnell Douglas MD-80s, Atlanta rights and Washington DC rights.

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ALAMO INTRODUCTION Card game. Simulates the siege of the Alamo in 1836.

CARDS Players will have to make their own sets of cards. The Texians and Mexicans have their own unique decks. On the Deck lists, # = number of that card in the deck. Notice that most cards have a force value.

SET UP Shuffle both decks. The Texian player draws 4 cards. The Mexican player draws 4 cards.

TURN SEQUENCE The turn is divided into 4 phases: Draw Phase Bombardment Phase Discard Phase Mexican Attack Phase

DRAW PHASE Both players draw 1 card from their respective decks.

BOMBARDMENT PHASE Players may discard 1 or more Artillery cards. The recipient must discard the top card of their deck, or cards from their hands with a combined Force equal or greater than that of the Artillery card.

DISCARD PHASE If the Mexican player has more than 7 cards he must discard the excess. If the Texian player has more than 7 cards he must shuffle the excess into his deck.

MEXICAN ATTACK PHASE The Mexican player may decide not to attack. If so, the turn ends. To attack the Mexican player places cards from his hand to the table. The Mexican must attack with at least one Leader or Reserve card. The Mexican player may play up to 1 equipment card, 1 tactics card, 1 Artillery card, 1 Leader card, 2 Reserve cards, and any number of non-reserve Troop cards. Troop cards get a bonus of +10 Force, if they are played with their matching Leader.

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Add up the force value of all of these cards and multiply by 2 if a Breach card is used. This number is the Total Mexican Force Value. The Texians may defend by playing cards to the table. The Texian player may play up to 2 equipment cards, 1 tactics card, 2 Artillery cards, 1 Leader card, 1 morale card, 1 standing defense, and any number of Troop cards. Add up the force value of all of these cards and multiply by 2 if a Texian Fire card is used. This number is the Total Texian Force Value. Compare the Total Force Values of Both Sides. The winner is the higher total. If tied, both players discard all their cards played. The winner shuffles the surviving cards into his deck. The loser discards all cards played. The loser must discard cards from his hand or drawn from the top of his deck with a combined Force value equal to or greater than the difference between the Total values. Doubler cards are considered to be Force = 50 for this purpose. The winner may keep played cards with a combined Force value equal to or less than the difference between the Total values.

MEXICAN VICTORY If the Texian player goes to draw a card and there are no cards left in his deck, than the Mexicans are able to take the Fortress with fewer casualties than they did in historical fact.

TEXIAN VICTORY If the Mexican player goes to draw a card and there are no cards left in his deck, than the Mexicans take more casualties than historical fact.

MEXICAN DECK CARD LIST #

CARD

1 5 3 1 1 5 2 1 5 5 1 3 1 5 5 5 1 1 1 1 1 6 1

General Cos Aldama Battalion San Luis Companies Colonel Duque General Castrillion Toluca Battallion San Luis Companies Colonel Romero Matamoros Companies Jiminez Fusiliers Colonel Juan Morales Light Companies Santa Anna Zapadores Battalion Grenadier Companies Mexican Batteries Battery at 250 yards Mexican Sharpshooters Scaling Ladders Muskets Carbines Breach Encirclement

FORCE 30 20 20 10 10 20 20 10 20 20 10 10 50 30 30 30 50 10 10 10 10 -30

NOTES

1st Column, Leader 1st Column, Troops 1st Column, Troops 2nd Column, Leader 2nd Column, Leader 2nd Column, Troops 2nd Column, Troops 3rd Column, Leader 3rd Column, Troops 3rd Column, Troops 4th Column, Leader 4th Column, Troops Reserves, Leader Reserves, Troops Reserves, Troops Artillery Artillery Artillery Equipment Equipment Equipment Tactics; Doubler Tactics

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TEXIAN DECK CARD LIST #

CARD

1 1 1 1 1 1 1 5 2 3 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 3 1 1 3 2 1 1 6 1 2 2 2

William B. Travis Davy Crockett James Bowie James Bonham Captain Baugh Lt. George Kimball Captain Dickinson Texian Volunteers Gonzales Ranging Co. Texian Cavalry New Orleans Greys Alabama Red Rovers Volunteer, ex-US Army San Antonio Greys Mobile Greys Tennesseeans "Victory or Death" "Never Surrender" Waiting for Fannin "Post of Honor" Line in the Dust McGregors Bagpipes Stockade Long Barracks Low Barracks Trenches Earthwork Ramparts 12 Foot High Wall Mission Church Hospital Kentucky Rifles Grapeshot Blunderbusses Raid Texian Fire 18-pdr. Cannon Lunette Artillery Chapel Artillery Cannons

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FORCE 40 50 30 10 10 10 10 20 30 30 30 30 30 30 30 30 40 40 40 40 40 10 10 10 10 10 10 20 10 10 20 20 10 40 -30 20 20 20

NOTES

Leader Leader Leader Leader Leader Leader Leader, +10 to artillery cards played with Troops, +10 if played with Bowie Troops, +10 if played with Kimball Troops; +10 if played with Travis Troops Troops Troops Troops Troops Troops; +10 if played with Crockett Morale Morale Morale Morale Morale Morale Standing Defense Standing Defense Standing Defense Standing Defense Standing Defense Standing Defense Standing Defense Standing Defense Equipment Equipment Equipment Tactics Tactics; Doubler Artillery Artillery Artillery Artillery

ALIEN EMPIRES- OLD RULES INTRODUCTION Players form alliances of many alien races in order to outwit their opponents.

OBJECT Control 20 of the worlds on the map.

EQUIPMENT Some 10 sided dice are needed. Players may want paper and pencil to keep notes.

THE MAP The map is a 10x10 grid. Spaces must be large enough to allow several stacks of chits to be placed therein.

CARDS The deck contains both Force cards and Event cards mixed together. See the card list.

CHITS 26 Blue Planet (World) chits (tokens, markers) marked from A to Z. 20 White population chits for each world: A1, A2,…A20; Z1, Z2,…Z20 1 Pink Identification Chit for each alien race: See the Alien Race list. Alien race chits have the name of the race written on them. 1 Set of 50+ control marker chits for each player. Each player has a unique color.

MAP SETUP Distribute the planet chits randomly onto the map. Roll 2D10 to determine the X and Y coordinates of each planet. Two planets cannot occupy the same space. At the end, every planet must be within 3 hexes of another planet. If not, reroll its coordinates.

PLAYER SETUP Each player takes a set of control markers. All players roll 1D10. Reroll ties. The highest roll places a control marker next to any one world chit. The next highest roll picks a different homeworld, and so on. Each player draws 4 Alien race chits, and selects one to be their starting race. The other 3 are discarded. The Alien Race identification chit is placed next to the world chit. Place one population token under your control marker chit.

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The population marker must have the same letter identification as the planet marker. Players start with 5 cards.

WORLDS & ALIEN RACES Every world is the home of one alien race. This is the native race. The race is determined when the planet is first explored by drawing a race identity chit. Population chits produced by that world are always that of the native race.

ROUNDS, TURNS, & PHASES Players take turns. Turn order is the reverse order of that determined in player setup. The time it takes for all players to take a turn is called a round. The player whose turn it currently is, is known as the active player. Turns are divided into phases.

TURN SEQUENCE Opportunity Phase Fate Phase Genesis Phase Migration Phase Conflict Phase

OPPORTUNITY PHASE Certain cards and race abilities will allow actions during this phase.

FATE PHASE The active player may draw 3 cards. Discard down to 7 cards.

GENESIS PHASE Each planet controlled by the active player gains 1 population token of the native race.

MIGRATION PHASE Active player only. All of your population markers may move once per turn. A population marker you control may be moved to a world that is within 3 spaces. All of your population tokens on a world must be stacked under one of your control markers. If you place your tokens onto an unexplored world place a control marker on that world and draw a Alien race identification chit for it. If you move your tokens onto a world controlled by another player, you have colonized that planet, but you don't control it. The player that controls the planet should put a second control marker on his stack to indicate this. You still control a world if you move all your tokens off it, and no other player has populations there. If they do, and you leave, the player with the most populations there gains

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control. If you are the only player with population tokens on a world, you gain control of it.

CONFLICT PHASE All conflicts in this phase must involve the active player. The active player decides the order in which conflicts are resolved. Only one conflict per world per turn. If two players occupy a world and at least one of them wants to attack the other, there will be a conflict. The attacker and defender are known as the primary players. If both want to be the attacker the active player gets to the attacker. Other players with tokens on that world may add tokens to the attacker or defenders stack, if the primary player allows it. These are ally tokens. The defender draws one card. Players simultaneously reveal one force card, if they have one. Each population token is worth 1 point of force. Each side adds up its force total = population tokens in stack + force card value + other race & card effects. The side with the highest force total wins. The other stack is destroyed. If the attacker wins, he gains control of the planet. Allied tokens of the winner get to remain on the planet. There are many Event cards and racial abilities that can affect the outcome of these conflicts. Normally, only population tokens in the conflicting stacks can use their racial abilities. If your opponent loses all his tokens before the Force calculation is made, you get control of the planet. Winning Allies get to draw a card.

ALIEN RACE LIST A = All tokens of that race may use this ability during the turn. 1/C = Once per Conflict. One or more tokens of that race must be present at that conflict. 1/T = Once per turn. At least one member of this race must be on the board to use this ability. 1/W = Once per turn per World. One or more Tokens of that race must be on the target world. 1/B = Same as Both 1/C and 1/T. W = Property of that races' world. R = You get this ability as long as you control one token of that race. Sacrifice = Discard that token. Retreat = Move tokens to a friendly world within 3 spaces. Race Name Use Special Ability Tachyons A They can move twice in Migration Phase The Hive W Their world produces 3 population tokens in Genesis Phase Symbionts A They are worth 2 Force each Travelers A Move range = 5 in Migration Phase Assassins 1/T Kill one population token anywhere in Opportunity Phase Fanatics A Sacrifice to kill one token within 3 spaces in Opportunity Phase Berserkers A Sacrifice to generate 5 Force during Conflict Space Vampires A Sacrifice a friendly token for +3 Force during Conflict Aggressors A +2 Force when attacking Passive Aggressives A +2 Force when defending Jinxers A One opposing token is Force -2 Reductionists 1/C All opposing tokens have a Force =0 Limitators 1/C Opponent must discard 1 card at start of conflict

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Tacticians 1/C Draw one card at start of conflict Reanimators 1/C Keep opposing tokens if you win the conflict Neutralizers 1/C One opposing race cannot use its power during the conflict Eliminationists A Sacrifice to destroy target opposing token during conflict Spies 1/C Look at opponents hand at start of conflict after defender draws his card Burnouts A Sacrifice to draw a card Stimulators 1/W World they occupy produces +1 population token in Genesis Phase Flesh Eaters 1/C Produce 1 token if they win the conflict Emulators A Copy power of Friendly token on same world Copycats A Copy power of Enemy token on same world Doublers 1/C Double value of the Force card you use Space Pilgrims A These tokens can end their migration in deep space (empty spaces) Feedbacks 1/B Sacrifice to duplicate the effect of a card used by opponent BoobyTrappers A Kill one opposing token after conflict if you loose Scavengers 1/C Draw one card if you win the conflict Strategists 1/T Target stack you control gets a second Move and Attack Phase Ressurrectionists A Sacrifice token to take top card of discard pile in Opportunity Phase Rearguard A Sacrifice to allow stack to retreat Mind Controllers 1/C Take control of opposing token at start of conflict Opportunists 1/C Steal random card from opponent at start of conflict Reinforcers A At start of conflict add one friendly token from up to 3 spaces away to your stack Escapists 1/C Retreat one friendly token from conflict if you lose. Gatherers 1/T Move all members of this race to a planet you control in Opportunity Phase Breeders W Discard a card to add two population tokens of this race Memorizers R Your hand size +2 Thinkers R Draw +1 card in Fate phase Soothsayers R Look at top 7 cards in deck after you draw in Fate phase Worldship W Controller of this world can move it one space per turn Martyrs A Sacrifice to give all your other tokens +1 force during conflict Precogs 1/C You may pick your battle card after opponent reveals his Repulsors A Send back one token that moved here this turn Gifted --This race has two abilities: Draw 2 race chits Collectors R Draw +2 cards in Fate Phase and discard 2 Unpredictables 1/C When attacking, draw a card Anarchists 1/C You may exchange hands with opponent at start of conflict Minimalists 1/C The side with the lowest Force card wins the conflict. Only if both sides play force cards Pacifists 1/C At start of conflict Sacrifice all members of this race present to prevent conflict Wealthy R Upon discovering them, put 10 cards in a reserve hand. You can use these cards, but you cannot replace them. Second Chances 1/C If you lose the conflict, your tokens remain and a second conflict is fought Projectors A Sacrifice to add 2 Force to your stack from up to 3 spaces away

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Planet Jumpers W In Opportunity phase you may switch the location of this planet and another planet within 3 spaces Purists W No other race may move onto this world. The initial discoverers retreat Hoppers A May move up to three times per turn at a range of 2 spaces each move Confusers A One opposing token may not use its power during this conflict Teasers 1/C Enemy stack on same world must attack Framers 1/C Attacker must attack a different stack on same world if there is one Clean Slates 1/C Both primary players must discard their hands at start of conflict Last Descendants W Race starts with 20 tokens, but they cannot reproduce Repatriationists 1/C If you lose the conflict steal one card from opponent Historians 1/C Draw one card at the end of the conflict Minstrels 1/C Draw 3 cards if you win the conflict Diplomats 1/T Opponent must discard 2 cards to attack Genocidals 1/W Kill one enemy token in Opportunity Phase on same world if you control it Randomizers 1/C Opponent must use a random force card from hand in conflict Fortifiers W All tokens of controller are +2 Force on this world Reversists 1/C Switch roles of defender and attacker Blobs A Reproduce on all worlds where there are at least 5 of them present Deporters 1/W Cause one enemy token to retreat in Opportunity Phase on same world if you control it. Force Fields A Force = 3 when defending. They cannot attack Stonekin A Force = 3. They cannot move Disinformers 1/C On opponents turn, force them to attack an opponents stack also on the same world Living World W Produces no tokens. Controller gets +20 to his Force total Slavers 1/C Take control of one token at end of battle if you win Traders 1/T Switch 1 card with opponent in Opportunity Phase Plebs R Race starts with 10 tokens Scourge R Opponents Hand size -1 Invisible Beings A Tokens not placed on map. Write locations on separate page Foundation R Give another player a card at any time Mercenaries A These tokens may ally from up to 3 spaces away Distress Call 1/C Accept allies from 3 spaces away Contagion A Can move with an opponents moving token Toll Keepers 1/W Opponents tokens on same world cannot move Contraceptives 1/W Opponents on same world may not reproduce Body Snatchers A Switch with one of opponents tokens at start of conflict Searchers 1/W If on same world as opponent draw +1 card in Fate Phase Threat Displayers A Force +3 if Attacking. Opponents stacks may retreat Plea Makers A Force nonprimary token on same world to ally Politicians R You automatically take control of any world they inhabit Propagandists 1/W Take control of one of opponents tokens on same world Commandos A Move to reinforce friendly stack up to 3 spaces away at start of conflict Transporters A Move a friendly token on same world up to 3 spaces away to reinforce a friendly stack at

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start of conflict Microns A They have a force = 0. If defending they may retreat Tyrants R If you control the world they are on, all enemy tokens on that world lose their powers Temporaneans R At the beginning of the round you may change the turn order Muses 1/C All of your non-Muse tokens in stack are +1 force Immortal A This race has only one token that cannot be destroyed

LIST: FORCE CARDS Force 1 3

# 10 9

5

8

7

7

9

7

11

6

13

5

15

4

Notes discard to prevent the conflict Discard to let your stack retreat at start of conflict

# = Number in Deck

LIST: EVENT CARDS Notes: There is one of each event card in the deck. Write the card name and effect on the card. Card Name- Effect Mutation- Draw a new alien race chit for target race. Race loses old power and gains new one. Play in Opportunity phase Use the Force- Play two Force cards during current conflict. Population Explosion- Play in Genesis Phase. Target world produces +5 population markers. Power up- Value of target Force card is doubled. Universal Peace- No conflicts this turn. Play in opportunity Phase Temporal Nexus- You may take another turn this round Supernova- Destroy all tokens on target World Revolution- Take control of target world you have tokens on. Worm Hole- Move target stack you control to any planet

GAME DESIGNERS NOTES Working on more aliens and event cards.

LINKS 116

Cosmic Encounter Return to New version of rules

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ALIEN EMPIRES INTRODUCTION Use the special abilities of your Race to dominate your opponents.

OBJECT Control all 20 of the worlds on the map.

THE MAP Use a starfield hex map.

MAP SETUP Distribute 20 World (Planet/System) chits (tokens, markers) onto the map. Two planets cannot occupy the same space.

CARDS The common deck contains 3 types of cards: Force cards Race cards Event cards All cards are mixed together. See the card list.

CHITS Each player has a set of 50+ control chits (units, markers, tokens). Each player has a unique color.

PLAYER SETUP All players roll 1D10. Reroll ties. In order of the rolls, each player picks one World to be his homeworld. A player places 10 markers on his Homeworld. Players start with 10 cards. Each player plays 3 Race cards from his hand face up onto the table. These are the Abilities, Traits or Powers that this player will have for the remainder of the game. These Race cards are called the Racial Destiny Cards. Players may discard Race cards with conflicting rules. If a player does not have 3 Race cards, he may draw cards until he does. Players discard down to 10 cards.

ROUNDS, TURNS, & PHASES Players take turns. Turn order is the reverse order of that determined in player setup. The time it takes for all players to take a turn is called a round. The player whose turn it is currently is known as the active player.

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Turns are divided into 4 phases:

TURN SEQUENCE 1. 2. 3. 4.

Fate Phase Genesis Phase Migration Phase Conflict Phase

FATE PHASE The active player may draw 5 cards. Discard down to 10 cards.

GENESIS PHASE Each planet colonized by the active player gains 1 token.

MIGRATION PHASE Active player only. All of your markers may move once per turn. Markers may move 2 spaces. Any world you have tokens on is considered to be colonized.

CONFLICT PHASE All conflicts in this phase must involve the active player. The active player decides the order in which conflicts are resolved. Only one conflict is allowed per space per turn. The active player may initiate a maximum of 3 conflicts this phase. The attacker and defender are known as the primary players. Tokens in the same space and adjacent spaces may participate. Other players with tokens in those spaces may add tokens to the attacker or defenders side, if the primary player allows it. These are ally tokens. The defender draws one card. Primary players take turns playing race cards and event cards that can affect The outcome of the conflict. Players simultaneously reveal one or more force cards, if they have any. Each token is worth 1 point of force. Each side adds up its force total = population tokens in stack + force card value + other race & card effects. The side with the highest force total wins. Losing tokens are destroyed. All played cards are discarded. Players allied to the winning side get to draw a card.

RACE CARD LIST Card Name Tachyonic Travel Hive Society Symbiotic Traveler Assassination Fanaticism Berserking Aggressive phase

Special Ability Tokens may move twice in Migration Phase Worlds produce 2 population tokens in Genesis Phase Each two tokens generate +1 Force Each token has move range +2 in Migration Phase Kill one population token anywhere in Migration Phase Each token +2 Force when attacking on worlds Discard a card to generate 4 Force during Conflict This player may initiate any number of attacks in his conflict

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Spacer Carapace Jinx Mass Reductionism Limit Tactician Neutralize Eliminate Spies draws his card Burnout Emulate Copycat Vampirism Doubler Feedback opponent Booby Trap Scavenger Strategy Phase Resurrection per round Rearguard conflict phase Mind Control Opportunists Reinforcement away Escape Artist Gatherer is at +3 Breeder Memory Projection Migration Phase Thinker Psychic Worldships Martyr conflict Precognition Repulsion Collectors Anarchy Minimalist Pacifist Second Chances conflict is fought Teaser Clean Slate cards Repatriations Diplomat Deporter Migration Phase Trader Inconspicuous Scourge Foundation Mercenary Distress Call Contagion Toll Keeper Contraceptives

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Each token +2 Force when attacking in Space Each token +2 Force when defending on Worlds One of opponents tokens is Force = 0 during Conflict Each token +1 Force and move range -1 Opponent may play only 1 Force card in conflict Opponent must discard 1 card at start of conflict Draw one extra card at start of conflict Opposing race cannot use one of its powers during the conflict Sacrifice to make opponent discard 1 card during conflict Look at opponent’s hand at start of conflict after defender Sacrifice to draw a card Copy power of any other player not in combat Copy power of opponent on same world Gain 1 token if you win the conflict Double value of one Force card you use Sacrifice to duplicate the effect of a card used by Kill half of enemy tokens after conflict if you loose Draw one card if you win the conflict One target stack you control gets a second Migration and Attack Sacrifice to take top card of discard pile in Fate Phase once You may retreat all of stack except 1 token at start of Take control of one opposing token at start of conflict Steal random card from opponent at start of conflict At start of conflict add one friendly token from up to 3 spaces Retreat one friendly token from conflict if you lose. All movement towards one target planet chosen this turn Discard a card to add two tokens on world you have colonized Your hand size +2 Discard 2 tokens to place a third token onto any world in Draw +1 card in Fate phase Look at top 7 cards in deck after you draw in Fate phase Move one world you control one space per round Sacrifice to give all your other tokens +1 force during You may pick your battle card after opponent reveals his Move up to 3 of opponents tokens on your Migration phase Draw 1 extra card in Fate Phase You may exchange hands with opponent at start of conflict The side with the lowest Force card wins the conflict Use Force cards of 8+ to prevent a conflict If you lose the conflict, your tokens remain and a second Force enemy stack on same world to attack at Force –2 At start of conflict you may discard and redraw up to 5 If you lose the conflict steal one card from opponent Opponent must discard 2 cards to attack Cause two enemy tokens on same world to retreat in Switch 1 card with opponent in Fate Phase One of your tokens if alone in space cannot be attacked. Opponents Hand size -1 Give another player a card at any time Your tokens may move up to 3 spaces away to ally Any player may give you a card at any time Your tokens can move with an opponents moving token Opponents tokens on same world as yours cannot move Opponents tokens on same world as yours may not reproduce

Plea Maker Force up to 3 non-primary token to ally Propagandist Take control of one of opponent’s tokens on same world Time Control At the beginning of the round you may change the turn order Notes: Sacrifice = Discard token. Notes: Retreat = Move token(s) in same stack 1 space. These tokens may not attack.

FORCE CARDS LIST Force

#

1

15

1

12

1

10

3

9

5

8

7 9

7 6

11

5

13

4

15

3

Notes

Discard to prevent the conflict Discard to let your stack retreat at start of conflict

# = Number in Deck

EVENT CARDS LIST Card Name- Effect Mutation- Your Race loses one old power and gains a new one from your hand. Population Explosion- Genesis Phase: Target world gains +5 tokens Power up- Value of target Force card is doubled. Universal Peace- No conflicts this round. Play in opportunity Phase Temporal Nexus- You may take another turn this round Supernova- Destroy all tokens on target non-home world Worm Hole- Move target stack you control to any planet

ALIEN EMPIRES EXCEL SPREADSHEET By Peter Cobcroft. with some handy tools for running a PBeM version of Alien Empires. Go Here for file.

VARIANTS Add, delete, and alter cards.

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Start with fewer or more race abilities. Technology Advances: Every 10 turns gain a Racial Ability. Terrain: Add obstacles: black holes, supernovas, nebulas to map. Setup: Bid for Race Abilities. Background: Detail several races with set racial abilities. Divide deck up between players. Add force multiplier cards. Give individual planets special rules. Go to Old version of rules

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ALIEN QUEEN BRAIN an Artifact Module by Zak

INTRODUCTION Scenario for WarpQuest. Click here for the WarpQuest Core Rules. The players control a squad of space Marines in charge of freeing a command post overrun by alien forces. Module 1 represents the travel from the drop zone to the command post. Module 2 represents the the command post interior. The Artifact is the Alien Queen brain (the R&D need to study it).

THE PARTY Each party consists of 6 marines: 1 Leader, 1 sergeant, 4 soldiers. The Leader has 4 skills: pick Morale plus 3 random determined skills. The sergeant has 3 skills: pick Short or Long Range Combat plus 2 randomly determined skills. Soldiers have 2 skills each. You start with 3 Hand Grenades (Aid: Short Range Combat)

SKILL LIST TABLE Every marine roll eight sided dice to determine his skills. 1D8 Skill: 1 Short Range Combat +1 2 Long Range Combat +1 3 Xeno-biology 4 Computer 5 Mechanics 6 Ground Navigation 7 Morale 8 Pick any one skill

SPECIAL RULES When the first team reaches space 30 do not draw a card from the second deck: instead, play the special Alien Queen card. Any other team that will move to space 30 later will draw a card as usual. MODULE 1 CARDS: From the drop zone to the Command Center Card Name Notes Armored Car Mechanics & Computer: If successful move forward 1D6 spaces Survived Civilian Morale x 2: If successful move forward 1D6 spaces Interrupted Road Ground Navigation: If failed miss next turn Collapsed buildings Ground Navigation x 2: If failed miss next turn Heavy Vegetation Ground Navigation x 2: If failed miss next turn Minefield Ground Navigation & Computer Alien trap Xeno-biology x 2 Alien spores Xeno-biology x 2 Slaughtered Marines Morale x 2 Lost Command CommLink Computer x 2: If failed miss next turn Small xenoform Long Range Combat x 2 XenoMonster Short Range Combat Alien ambush Short Range Combat & Morale Alien Swarm Long Range Combat x 2

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XenoTerror Long Range Combat & Morale Mad civilians Long Range Combat x 2 Alien virus Xeno-biology x 2 Explosive shells Aid: Long Range Combat BioGrenade Aid: Short Range Combat Local terrain data Aid: Ground Navigation MODULE 2 CARDS: The Command Center Card Name Notes Alien Queen* Roll 1D6: 1-3 Morale, 4-6 Short Range Combat [You need to win 2 challenges against the Queen] Elevator Mechanics & Computer: If successful move frward 1D6 spaces Air Lock Mechanics & Ground Nav: If succssfl move frward 1D6 spaces Jammed Door Computer x 2: If failed miss next turn Broken Door Mechanics x 2: If failed miss next turn The corridor collapse! Ground Navigation: If failed miss next turn Malfunctioning Elevator Computer x 2 SpaceSuit damage Mechanics & Computer Jammed Heating System Mechanics & Computer Alien blob Short Range Combat & Morale Xenoform mass Short Range Combat x 2 Flying xenopolyps Long Range Combat x 2 XenoSoldier Short Range Combat XenoScreamer Morale & Short Range Combat XenoSpitter Long Range Combat x 2 XenoFlamer Short Range Combat x 2 XenoTentacle Xeno-biology & Short Range Combat Alien gas Xeno-biology x 2 Alien acids Xeno-biology & Morale XenoEggs Xeno-biology & Morale Contaminated Lab scientist Morale & Short Range Combat Scientist notes Aid: Xeno-biology R&D working computer Aid: Xeno-biology Tritanium Armor Aid: Save one marine killed by Short or Long Range Combat PlasmaGun Aid: Short Range Combat Survived Scientist Aid: Morale *The Alien Queen card is not put in the deck: keep it on a side of the board and use it when the first team reach space 30.

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ALIEN SKIRMISH INTRODUCTION Board & card game for 2 players. Choose your side: Aliens, Predators, Humans

DISCLAIMER Aliens is a copyrighted/trademarked property. This is just a fan site.

VICTORY Destroy your opponents Leader.

THE MAP Use an 8x8 chessboard.

UNITS Use action figures, chits, or miniatures to represent Units.

MARINE UNIT LIST Unit Name Hero Android Marines Civilians

# 1 1 4 4

Hits 2 3 2 1

Notes Leader

Hits 3 2 1

Notes Leader

ALIEN UNIT LIST Unit Name Queen Brood Warriors Face Huggers

# 1 5 4

PREDATOR UNIT LIST Unit Name Commander Hunters

# 1 7

Hits 3 2

Notes Leader

SETUP Each player places his Units on his back two rows. Units may not stack Flip a coin to see who goes first.

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THE CARDS Players each have their own deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Combat Phase

ORDERS PHASE Draw 3 cards from your deck. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units. The move card has a number. This is the number of spaces the unit moves. Moves are diagonal or orthogonal. Instead of moving just one unit in any direction, you have the option of moving up to 3 units forward the indicated number of spaces using a single move card. Humans & Predator Units cannot move through other units. Alien Units may move through other units.

COMBAT PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. This is the range of the attack. Attacks are diagonal or orthogonal. The enemy unit that is the target of the attack takes one point of damage. A Fighter reduced to zero Hits is destroyed. Units cannot attack through other units.

CARD LIST NOTATION M = Move Card A = Attack card D = Defense Card X = Draw 2 Cards Z = Use as an Attack, Defense, or Move Card L = Opponent must discard 2 cards H = Unit regains 1 lost Hit K = As a Knight would move in chess Type = Purpose of card # = Number of that type of card in the deck

MARINE DECK CARD LIST Card Name

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#

Type

Range

Notes

Ground Advance Run

6 4

M M

1 2

APC

1

Z

3

Combat Landing Craft Exoskeleton Improvised Weapons Hand Guns Perimeter Defense Gun Shotguns Explosives Thermite Grenades Flamers Grenade Launcher Pulse Rifles Autocannons Motion Detectors Courage Ingenuity Rescue Escape Barricades Blast Doors Body Armor Plan Survivor

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Z Z A A A A A A A A A A X X X D D D D D L H

4 1 1 2 2 1 1 K 1 4 3 3 -

Does 3 Damage

Marines only

Not Civilians

ALIEN DECK CARD LIST Card Name # Gather 2 Approach 2 Pursuit 2 Charge 2 Air Shafts 1 Crawl on Walls 1 Berserker Rage 1 Pounce Attack 1 Swarm Attack 1 Acidic Blood 1 Mouthful of Fangs 1 Sonic Scream 1 Spit Acid 1 Razor Sharp Claws 1 Implantation 1 Extending Jaws 1 Perfect Killing Machine Move Silently 1 Speed & Strength 1 Hard to Kill 2 Natural Armor 2 Evade 1 Hide in Shadows 1 Cunning 1 Surprise 2 Terror 1

Type M M M M M M A A A A A A A A A A 1 Z Z H D D D X X L

Range 1 2 3 4 K K 1 1 1 1 1 2 2 1 1 1 Z 1 1 -

Face Hugger only 1

PREDATOR DECK CARD LIST Card Name Stalk

# 4

Type M

Range 1

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Hunt 3 Run 3 Wrist Blades 3 Disc Caster 1 Spear Gun 1 Ceremonial Spear 2 Shoulder Laser 2 Self Destruct Device 1 Medicomp 1 Cloaking Device 2 Body Armor 1 Durable 1 Dodge 1 Bloodlust 1 Killer Instincts 2 Ambush 2 Vision Modes 1 The Hunted 1 * = And destroy Predator

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M M A A A A A A H D D D D Z Z X X L

2 3 1 2 2 1 3 1 1 1 -

Does 3 Damage*

ALIENS INTRODUCTION Colonial Marines versus Aliens.

DECKS One player uses the Marine Deck. The other player uses the Alien Deck. Each deck has 36 cards. Each deck has 3 suites and 12 cards in each suite. The 3 suites are: Combatants, Weapons, and Tactics. Each card has a Force Value from 1 to 5.

TURN SEQUENCE Each turn has 5 phases: Logistics Phase Deployment Phase Contact Phase Combat Phase Casualty Phase

LOGISTICS PHASE Each player draws 6 cards from his own Deck. If the deck runs out, shuffle the Reserve pile and draw from it. If all of a player’s cards are in his Casualty pile except for those in his hand, he must discard one random card to his Casualty pile. (This is the Last Hand Attrition rule.)

DEPLOYMENT PHASE Each player may discard up to 4 cards to their Reserve pile and draw replacement cards. If the deck runs out, shuffle the Reserve pile and draw from it.

CONTACT PHASE Both players reveal their hands. They place their cards face up on the table.

COMBAT PHASE Each player determines their Combat Force Total (CFT) for their hand: Add up the Force Values of all Combatant cards and add 1. This is the Combatant Total (CT). Add up the Force Values of all Weapon cards and add 1. This is the Weapon Total (WT). Add up the Force Values of all Tactics cards and add 1. This is the Tactics Total (TT). CFT = CT x WT x TT

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CASUALTY PHASE The side with the higher CFT wins the encounter. The winner discards his hand to his Reserve pile. The loser discards his cards to his Casualty pile. (Not his Reserve pile) If the players tie, both hands go to the Casualty pile.

OBJECT A player loses when all of his cards are in his Casualty pile. The other player wins the game.

CARD LIST NOTATION # C W T

= = = =

Number of that type of card in the deck. Combatant Weapon Tactics

MARINE DECK CARD LIST Card Name Lieutenant Company Rep Private Sergeant Android Riply Improvised Weapons Hand Guns Body Armor Motion Detectors Shotguns Explosives Ranged Weapons Thermite Grenades Flamers Pulse Rifles Exoskeleton Autocannons Barricades Blast Doors Courage Ingenuity Escape Plan Fighting Withdrawal Rescue before Implantation Perimeter Defense Guns Armored Personnel Carrier Combat Landing Craft Destroy Egg Chamber Orbital Nuclear Strike

# 1 1 7 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Type C C C C C C W W W W W W W W W W W W T T T T T T T T T T T T

Force 1 1 2 3 4 5 1 1 1 2 2 2 3 3 3 4 4 4 1 1 2 2 2 2 3 3 3 4 5 6

Type C C C W

Force 1 3 5 1

ALIEN DECK CARD LIST Card Name Face Hugger Brood Warrior Queen Acidic Blood

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# 3 8 1 1

Mouthful of Fangs Sonic Scream Razor Sharp Claws Hard to Kill Bloodlust Berserker Rage Fearless Superhuman Stamina Superhuman Speed Superhuman Strength Perfect Killing Machines Move Silently Hide in Shadows Hunting Terror Pursuit Air Shafts Surprise Ambush Cunning Numerical Strength Close Combat Swarm Attack

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

W W W W W W W W W W W T T T T T T T T T T T T

1 1 2 2 2 3 3 3 4 4 4 1 1 1 2 2 2 3 3 3 4 4 4

DISCLAIMER ‘Aliens’ is a copyrighted/trademarked property. This is just a fan site.

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ALPHA CENTAURI

INTRODUCTION Card game for 2-7 players. Based on the computer game Alpha Centauri by Sid Meier.

DISCLAIMER Alpha Centauri is a licensed, copyrighted product. This is merely a fansite.

THE DECK Players share a common deck. Card types include: Events, Technologies, Structures, Special Projects, Landmarks, Proposals, and Social Engineering

TOKENS & MARKERS Use Tokens to keep track of: Bases (Cities) Units (Military forces) Credits (Income) Each player also gets a set of markers of a unique color

SOCIAL FACTORS There are 6 Social Factors (SF): Population, Economics, Research, Military, Ecology, Espionage. SF's are also referred to as Scores. SF's are broken down into Sub-factors.

VICTORY There are 4 types of Victory: Diplomatic, Economic, Conquest, Transcendence The first player to achieve any one of these wins the game.

DIPLOMATIC VICTORY Requirements: Total Population SF >30 Be Planetary Governor for 3 turns in a row.

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ECONOMIC VICTORY Requirements: Total Economics SF > 50

CONQUEST VICTORY Requirements: Capture 1+ Bases Total Military SF >40

TRANSCENDENCE VICTORY Requirements: Research Factor >40 or Ecology Factor >20

SETUP Each player picks one Faction Each player starts with one Base & 10 Units. Each player is dealt a hand of 7 cards.

THE FACTIONS The 7 Factions are: Believers, Gaians, Hive, Morgan Industries, Peacekeepers, Spartans, University

BELIEVERS Aggressive, Explore, Conquer, Fundamentalist In Conflicts add +2 to their Force Total Probe Table rolls vs this Faction are at +1 Believers get -1 to rolls on the Research Table. Starting Ecology Score = -2 Starting Population Control Score = +2 May not play Knowledge Z card

GAIANS Pacifist, Explore, Green They may never Attack, only Defend, in Conflict Phase. When encountering Mind Worms, they gain Units instead of losing them. They get an extra roll each turn on the Exploration Table. Starting Ecology Score = +1 Starting Population Control Score = -1 Starting Military Morale Score = -1 Starting Efficiency Score = +2 May not play Free Market Z card

HIVE Aggressive, Conquer, Build, Police State Starting Population Growth Score = +1 Starting Industry Score = +1 Starting Commerce Score = -2

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Starting Military Defense Score = +2 Starting Population Control Score = +2 May not play Democracy Z card

MORGAN INDUSTRIES Pacifist, Build, Free Market They may never Attack, only Defend, in Conflict Phase. Starting Commerce Score = +3 Begins game with extra 50 Credits Starting Industry Score = +2 Starting Military Support Score = -1 Bases cost an extra 5 credits to build May not play Planned Z card

PEACEKEEPERS Explore, Discover, Democracy The Peacekeepers get 10 Free Votes in Council Phase. Starting Efficiency Score = -1 Starting Population Growth Score = +1 Starting Population Control Score = +3 Peacekeepers get to draw an extra card once per turn. May not play Police State Z card

SPARTANS Discover, Conquer, Power Starting Military Morale Score = +2 Starting Population Control Score = +1 Starting Industry Score = -1 Starting Military Mobility Score = +2 Starting Military Support Score = +2 May not play Wealth Z card

UNIVERSITY Discover, Knowledge Opponent's who roll 8+ on Probe Table vs University may reroll. Starting Research Infrastructure Score = +4 Starting Population Control Score = -2 University gets an extra roll on the Research Table once per turn. May not play Fundamentalist Z card

TURN SEQUENCE Each turn has 16 Phases: Production Phase Upkeep Phase Planning Phase Population Control Phase Ecological Disruption Phase Diplomacy Phase Probe Phase Council Phase Exploration Phase Research Phase Build Phase Discovery Phase Conflict Phase

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Construction Phase Social Engineering Phase End Phase

PRODUCTION PHASE Each player gains credits = Each of your first 5+X Bases earns 5 Credits each. Your next 5+X Bases earn 4 Credits each. Additional Bases earn 3 Credits each. (X = Economy Efficiency Score) Earn Credits = Economy Industry Score Earn Credits = Economy Agriculture Score Earn Credits = Economy Mining Score Earn Credits = Economy Commerce Score Earn Credits = Economy Transport Score Earn Credits = Ecology Score (Xenofungus cultivation) Each Trade Pact earns credits = (# of your Bases) x (2 + Economic Commerce Score) (Trade Pacts are made/broken in Diplomacy Phase)

UPKEEP PHASE Each Unit costs 1 Credit upkeep to Maintain. You cannot have more units than: # of your Bases x (5 + Military Support Score)

PLANNING PHASE Each player draws 1 card. Players may pay 10 Credits to draw an extra card.

POPULATION CONTROL PHASE If the number of your bases exceeds your Population Control Score +3, you will have Drone (Unhappy Citizens) Riots. You lose 1D10 credits per point of difference.

ECOLOGICAL DISRUPTION PHASE Disruption Score = (Economic Score + Bases – Ecology Score) For every 10 points of Disruption rounding down, your Faction will lose 1D10 credits due to resistance by native life forms (Uncontrolled Blooms of polluted Xenofungus)

DIPLOMACY PHASE Players may make agreements & trades with each other. Players may make trade pacts with each other.

PROBE PHASE For every 5 levels of Espionage SF you have rounding up, you may Roll once on the Probe table. Pick a target before rolling. You may pay 10 Credits to roll an extra time on the Probe Table.

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PROBE TABLE 1D10 1 2 3 4 5 6 7+

Result Mind Control Steal Technology Sabotage Base Infiltrate Datalinks Incite Drone Riots Drain Energy Reserves Nothing

Notes: Take 1D5 Units from Opponent Put a Marker on an opponent’s Tech Opponent loses 2D10 Credits Look at opponent’s Hand Opponent loses 1D10 Credits Take 1D10 Credits from Opponent

COUNCIL PHASE Players try to gain the position of Planetary Governor. Players may only vote for themselves. The player with the highest Economic SF gets 10 votes. The player with the highest Research SF gets 10 votes. The player with the highest Military SF gets 10 votes. The player with the highest Population SF gets 10 votes. The player with the highest Espionage SF gets 10 votes. The player with the highest Ecology SF gets 10 votes. The player with the most Secret Projects gets 10 votes. The player with the most Bases gets 10 votes. The player with the most Facilities gets 10 votes. The player with the most Units gets 10 votes. The Previous Governor gets 10 votes. Players may secretly bid Credits. Each credit bid gains 1 vote. The Winner becomes Planetary Governor until the next Council Phase. The current Governor may play Proposal cards at the end of this Phase. The Governor earns double from trade pacts. The Governor may prevent one attack this turn in Conflict Phase.

EXPLORATION PHASE Players may play Landmark cards in this phase. A Landmark is a natural feature of the planets surface. It does not cost anything to play a Landmark. Each player Rolls once on the Exploration Table:

EXPLORATION TABLE 1D10 1 2 3 4 5 6 7 8+

Result: Mind Worm Activity Unity Pod Monolith Alien Artifact Xenofungus Elevation Rocky Nothing

Notes: Lose Units = 1D10 – (MP +C) Gain 1D10 Credits Draw 1 card Draw 1 card EA+1 EE+1 EM+1

RESEARCH PHASE Each player makes one free roll on the Research Table:

RESEARCH TABLE 1D10 1-2

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Result: Dead End

Notes: Nothing

3-4 Progress Get +1 to next roll on this Table 5-6 Copy Technology Put a Marker on an Opponent’s Tech 7+ Breakthrough Put a Tech card from your hand into play Pay 10 Credits to get an extra roll on the Research Table. A player with a Marker on a Tech also knows that Tech & gets the Bonuses from it, just like the original controller does. You cannot have more Facilities in play than Technologies you know. You cannot have more SP's in play than Facilities you own.

BUILD PHASE Players may put Facilities & Secret Projects into play from their hands. Facilities cost 20 Credits. Secret Projects cost 40 Credits.

DISCOVERY PHASE The player with the most levels in a given SF will receive a Reward: Social Factor: Reward: C = Planetary Ecology Extra roll on the Exploration Table EE = Economy Energy Gain Credits = EE EC = Economy Commerce Gain Credits = EC ET = Economy Transport Gain Credits = ET EI = Economy Industry Gain Credits = EI EM = Economy Mining Gain Credits = EM EA = Economy Agriculture Gain Credits = EA RB = Research Biology Play a Population or Ecology Tech card for free RP = Research Physics Play a Military or Economy Tech card for free RI = Research Infrastructure Extra roll on the Research Table PG = Population Growth You may Build an extra base this turn PC = Population Control Play an Economy or Population Tech card for free

CONFLICT PHASE Players may decide to attack each other with Military units. Each player may attack one other player this phase (Pacifists cannot attack). Aggressive factions may attack twice in this phase (2 opponents once or 1 opponent twice). Players secretly write down which Faction they are attacking. Reveal attack orders randomly & Resolve attacks as they are revealed. Each side in a Battle generates a Force Total as determined on the Conflict Table:

CONFLICT TABLE Military Factor: Force Bonus Most levels in MA = Military Attack 1 Most levels in MD = Military Defense 1 Most levels in MM = Military Mobility 1 Most levels in ME = Military EW 1 Most levels in MS = Military Support 1 Most levels in MS = Military Morale 1 Most levels in MP = Military Psi 1 You have More Units 1 Double the Units 2 Triple the Units 3 Quadruple Units or More 4 You are the Defender 1 Opponent already fought this Phase 1 Enemy Comitted Atrocity within 5 turns 2 Fog of War (Both players roll...) 1D10 Add up the Force Bonuses of each side to get their respective Force Totals.

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The Higher total is the Winner. The Winner has 1D5 of his Units Destroyed. The Loser has 1D10 of his Units Destroyed. The Winner cannot lose more units than the loser. If the Defender loses all his Units in play, the attacker captures one of his Bases. Note: The Attacker cannot use MD generated by his Facilities.

CONSTRUCTION PHASE A Base costs 20 Credits. You can build a max of 1 Base per turn. You cannot have Bases in excess of your Economic SF + Population SF A Unit costs 2 Credits.

SOCIAL ENGINEERING PHASE Players may play 1 Social Engineering (Z) card each. A Z card costs 20 Credits to play (Upheaval Cost). There are 4 types of Z cards: Politics, Economics, Values, & Futures A player may have no more than 1 of each type in play. A player may buy a new one to discard an old one.

END PHASE Max hand size is 8 cards. Discard excess cards.

CARD LIST NOTATION F = Facilities S = Secret Project V = Event T = Technology L = Landmark X = Proposal Z = Social Engineering DTB = Destroy Target Base TPLU = Target Player loses Units = 1D10 – MP SCP = Skip Conflict Phase

MAJOR SOCIAL FACTORS & SUB FACTORS E = Economy (Major) M = Military (Major) R = Research (Major) P = Population (Major) C = Planetary Ecology (Major) B = Espionage (Major) EE = Economy Energy EC = Economy Commerce EF = Economy Efficiency ET = Economy Transport EI = Economy Industry EI = Economy Mining EA = Economy Agriculture & Terraforming MA = Military Attack & Weapons MD = Military Defense MM = Military Mobility & Coordination ME = Military Electronic Warfare

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MS MO MP RB RP RI PG PC

= = = = = = = =

Military Support Military Morale Military Psi Combat Research Medical Biology & Genetics Research Mathematics & Physical Science Research Infrastructure, Computers & Applied Engineering Population Growth & Habitation Population Control & Pacification

CARD LIST Name Aerospace Complex Bioenhancement Center Biology Lab Centauri Preserve Children’s Creche Command Center Energy Bank Fusion Lab Hab Complex Habitation Dome Headquaters Hologram Theatre Hybrid Forest Nanohospital Nanoreplicator Naval Yard Nessus Mining Station Network Node Orbital Defense Pod Orbital Power Transmitter Paradise Garden Perimeter Defense Pressure Dome Psi Gate Punishment Sphere Quantum Converter Quantum Lab Recreation Commons Recycling Tanks Research Hospital Robotic Assembly Plant Skunkworks Sky Hydroponics Labs Stockpile Energy Tachyon Field Temple of Planet Tree Farm Ascent to Transcendence Ascetic Virtues Bulk Matter Transmitter Citizens Defense Force Clinical Immortality Cloning Vats Command Nexus Cyborg Factory Dream Twister Empath Guild Human Genome Project Hunter Seeker Algorithm Living Refinery Longevity Vaccine Maritime Control Center Merchant Exchange

Type F F F F F F F F F F F F F F F F F F F F F F F F F F F F F F F F F F F F F S S S S S S S S S S S S S S S S

Notes MM+1 ET+1 MO+2 RB+2 C+2 PG+2 MM+2 EE+2 RP+1 EE+1 PG+2 PG+2 EF+1 PP+2 C+1 EA+1 RB+1 PC+1 EM+2 MM+1 ET+1 EM+2 RI+2 MM+1 MD+1 EE+2 PC+2 MD+2 PG+2 MM+2 PC+2 EM+2 RP+2 PC+2 EA+2 RB+1 PC+1 EI+2 RI+2 EA+2 EE+2 MD+2 C+2 C+1 EA+1 C+4 PC+4 ET+4 MD+4 PG+2 RI+2 PG+4 MM+4 MS+4 PC+2 MP+2 C+4 RB+4 B+4 EM+4 PG+2 RI+2 ET+2 MM+2 EC+4

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Nano Factory Network Backbone Neural Amplifier Pholus Mutagen Planetary Datalinks Planetary Transit System Self-Aware Colony Singularity Inductor Space Elevator Supercollider Telepathic Matrix Theory of Everything Universal Translator Virtual World Voice of Planet Weather Paradigm Xenoempathy Dome Particle Impactor Chaos Field Disruptor Fusion Laser Tachyon Bolt Plasma Shard Quantum Laser Graviton Gun Singularity Laser Compelled Dissociative Psi Attack Synthmetal Armor Composite Plasma Steel Armor Bonded Silksteel Armor Refractive Field Photon Wall Phasic Probability Sheath Kinetic Diffusion Neutronium Armor Reactive Antimatter Plate Temporal Field Stasis Generator Psi Defense Pattern Refraction Gravships Air Superiority Blink Displacer Clean Reactor Cloaking Device Fission Plant Fusion Reactor Quantum Chamber Singularity Engine Advanced Tracking Systems Carrier Deck Mobile Airbase Comm Jammer Drop Pods Deep Radar Deep Pressure Hull Empath Song Fungicide Tanks Elite Forces Super Former Non-Lethal Methods Polymorphic Encryption Hypnotic Trance Advanced Transports Ecological Engineering Advanced Military Algorithms Advanced Spaceflight Subatomic Theory Gravitonics Applied Physics Applied Relativity Bio-Engineering

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S S S S S S S S S S S S S S S S S T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T

EI+4 RI+2 EC+2 MP+4 C+4 RI+4 ET+4 PC+4 EM+4 ET+4 RP+4 PC+2 B+2 RP+4 RI+2 PC+2 PC+4 C+4 C+2 EA+2 C+4 MA+1 MA+1 MA+1 MA+2 MA+2 MA+3 MA+3 MA+4 MP+2 MD+1 MD+1 MD+1 MD+2 MD+2 MD+3 MD+3 T MD+4 MP+2 MM+2 MM+2 MM+1 MD+1 MS+2 ME+4 MS+1 MS+2 MS+3 MS+4 ME+1 MM+2 ME+2 MM+2 ME+2 MM+2 MP+1 C+1 C+2 MO+2 C+1 E+1 PC+2 B+1 ME+1 MP+2 MM+1 MS+1 C+1 EA+1 MM+2 MM+1 ET+1 RP+2 RP+1 RI+1 RP+1 RI+1 RP+1 RB+1 RI+1

Biogenetics Biomachinery Centauri Ecology Centauri Empathy Centauri Meditation Centauri Psi Cyberethics Digital Sentience Air Power Doctrine Flexibility Doctrine Loyalty Doctrine Mobility Doctrine Ecological Engineering Ethical Calculus Eudaimonia Frictionless Surfaces Fusion Power Gene Splicing High Energy Chemistry Homo Superior Industrial Automation Industrial Economics Industrial Nanorobotics Information Networks Intellectual Integrity Matter Compression Matter Editation Matter Transmission Mind/Machine Interface Monopole Magnets Nanometallurgy Nanominiaturization Neural Grafting Nonlinear Mathematics Nutrient Tanks Optical Computers Orbital Spaceflight Organic Superlubricant Planetary Economics Planetary Networks Polymorphic Software Pre-Sentient Algorithms Probability Mechanics Quantum Machinery Quantum Power Retroviral Engineering Secrets of Alpha Centauri Secrets of Creation Secrets of the Human Brain Self-Aware Machines Sentient Econometrics Advanced Alloys Singularity Mechanics Social Psych Super Tensile Solids Super String Theory Temporal Mechanics The Will to Power Threshold of Transcendence Transcendent Thought Freshwater Sea Garland Crater Geothermal Shallows Monsoon Jungle Mount Planet New Sargasso

T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T F T T T T T T T T T T T T T T T T T T T T T T T T L L L L L L

RB+1 RI+1 RB+1 RI+1 C+2 C+1 EM+1 C+1 EE+1 C+1 EA+1 PC+1 MS+1 B+2 MM+2 MM+1 MS+1 MO+1 PC+1 MM+2 EA+2 PC+2 PC+2 RI+1 ET+1 EE+2 RB+1 EA+1 RP+1 EM+1 MO+1 B+1 EI+2 EI+1 EC+1 T EI+1 EM+1 RI+2 PC+2 RP+1 EM+1 RP+1 EM+1 RP+1 ET+1 MO+1 B+1 RP+1 EE+1 RP+1 EM+1 RI+1 RP+1 MO+1 B+1 RI+2 EA+1 PG+1 RI+2 MM+2 RB+1 RI+1 EC+2 RI+2 RI+1 B+1 T RI+1 B+1 RI+1 RP+1 EI+2 MS+1 EE+1 RP+2 C+1 EE+1 RP+2 MP+1 PC+1 B+1 RI+1 EC+2 MD+1 EM+1 EE+1 RP+1 PC+2 MD+1 EM+1 RP+2 RP+1 EE+1 C+1 PC+1 C+1 EM+1 C+2 EA+2 EM+2 EE+2 EA+2 EE+1 EM+1 EA+2

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Pholus Ridge Sunny Mesa The Ruins Uranium Flats The Great Dunes Soil Enricher Kelp Farm Mining Platform Solar Collector Tidal Harness Bunker Sensor Arrays Atmospheric Condenser Airbase Echelon Mirror Mag Tubes Aquifer Drill Thermal Borehole Nerve Stapling Genetic Warfare Biological Warfare Nerve Gas Planet Buster Nuclear Attack Alien Plague Ecological Disaster Seismic Upheaval Locusts of Chiron Mind Worm Boil Isle of the Deep Solar Flare Temporary Alliance Balance of Power Peace Treaty Uneasy Truce Golden Age Global Terraforming UN Charter Melt Ice Caps Salvage Unity Fusion Core Global Trade Pact Launch Solar Shade Police State (Politics) Democratic (Politics) Fundamentalist (Politics) Free Market (Economics) Planned (Economics) Green (Economics) Power (Values) Knowledge (Values) Wealth (Values) Cybernetic (Future) Eudaimonic (Future) Thought Control (Future)

LINKS Factions Quotes Apolyton AC GURPS

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L L L L L F F F F F F F F F F F F F T V V V V V V V V V V V V V V V V V X X X X X X Z Z Z Z Z Z Z Z Z Z

EE+2 EE+2 C+2 EE+2 EE+2 EA+2 EA+2 EM+2 EE+2 EE+2 ED+2 ME+2 EA+2 MM+2 EE+2 ET+2 EA+2 EE+2 SC+2 DTB Atrocity DTB Atrocity DTB Atrocity DTB Atrocity DTB Atrocity DTB DTB DTB TPLU TPLU TPLU SCP SCP SCP SCP SCP SCP All Players get 25 Credits SCP All Players draw 5 Cards All players get 50 Credits All Players get 25 Credits All Players draw 5 Cards Z MS+2 PC+2 EF-1 EF+1 PG+2 MS-2 B+2 MO+2 RI-2 Z EC+4 C-1 PC-1 PG+2 EI+2 EF-1 EF+1 C+2 PG-2 MS+2 MO+2 EI-2 RI+2 EF+1 PC-2 EC+2 EI+2 MO-2 EF+1 C+1 RI+1 PC-2 EC+2 PG+1 EI +1 MO-2 MO+1 PC+2 B+1 MS-2

ALPHABET PIRATES INTRODUCTION Educational spelling kids board dice and card game. For 3 or more players. Pirate Theme.

VICTORY The first player to get 25 Ducats (Coins) is the winner. Coins are earned by making words with letter cards.

DECKS & HANDS There are 3 Shared decks: 1. Vowel Deck (letter cards) 2. Consonant Deck (letter cards) 3. Fortune Deck The decks are kept separate and have their own discard piles. Players will have a hand of letter cards from both the Vowel & Consonant decks. Maximum hand size is 7 card. Discard excess cards.

THE VOWEL DECK This deck has 5 cards:

A, E, I, O, U There are 5 copies of each card. Total 25 cards.

THE CONSONANT DECK Common Cards:

B, C, D, F, G, H, J, K, L, M, N, P, R, S, T Rare Cards:

Q, V, W, X, Y, Z There are 2 copies of each common card. There is only one copy of each rare card. Total 36 cards.

FORTUNE DECK The card list is at the end of the rules. Fortune cards are always played immediately and then discarded. They never go into your hand.

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THE BOARD The board is a square track. Each side has 9 spaces. Total of 32 spaces 1. Pirates Cove (Starting Space: Right Bottom Corner) 2. Sargasso sea 3. Town 4. Caribbean Sea 5. Skull & Crossbones 6. Atlantic Ocean 7. Merchant Ship 8. North Sea 9. Man O’ War (Left Bottom Corner) 10. Mediterranean Sea 11. Town 12. Black Sea 13. Skull & Crossbones 14. Red Sea 15. Merchant Ship 16. Arabian Sea 17. Buried Treasure (Left Top Corner) 18. Indian Ocean 19. Town 20. South China Sea 21. Skull & Crossbones 22. Sea of Japan 23. Merchant Ship 24. Bering Sea 25. Treasure Ship (Right Top Corner) 26. Arctic Ocean 27. Town 28. Pacific Ocean 29. Skull & Crossbones 30. Southern Ocean 31. Merchant ship 32. The Equator

BOARD NOTES If you land on a Town, draw the top card from the Consonant deck and put it in your hand. If you land on a Merchant Ship, draw the top card from the Vowel deck and put it in your hand. If you land on a Skull & Crossbones draw the top card from the Fortune deck. If you land on the Treasure Ship, draw the top card from both the consonant and The Vowel deck and put them in your hand. If you land on the Man O’ War bury one card. If you land on the Buried Treasure space, put any cards there into your hand. Sea, Oceans, and the Equator are “Safe” spaces where nothing happens. Every time you pass the Pirates cove, draw the top card from either the consonant or The Vowel deck and put it in your hand.

BURYING CARDS When a Fortune card tells you to bury a card or you land on the Man O’ War, you must take one Vowel or Consonant card from your hand, and put it the Buried Treasure space.

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Six sided dice are needed. Use coins to represent “Ducats”. Each player has a “Ship”. Use tokens or pawns to represent ships.

SETUP Shuffle each of the 3 decks. Each player’s Ship starts on the Start space. Each player draws 1 consonant and 1 vowel. Roll high to see who goes first. (Players take turns) Start with 1 consonant and 1 vowel on the Buried Treasure space.

MOVEMENT On your turn roll 1 die and move your ship clockwise the indicated number of spaces. If you land on an opponent, you may steal 1 random card from his hand.

MAKING WORDS Use the letter cards to make words & gain Ducats (coins). A 3 letter word is worth 1 Ducat. A 4 letter word is worth 2 Ducats. A 5 letter word is worth 3 Ducats and so on. Discard the used letter cards and keep the Ducats.

THE FORTUNE DECK Card Name: Storm Trade Winds Doldrums Off Course English Warship Pirates Map Pillage & Plunder Monty Haul Sea Robbers Typhoon Hideout Run Aground Shipwreck Scurvy Albatross Spanish Armada French Fleet A Pirates Life for Me Rum, Wine, & Grog Sail the 7 Seas Hurricane Sextant & Compass Latitude & Longitude

Effect: Skip next turn Move Again Skip next turn Skip next turn Bury 1 Card Go to Buried Treasure Gain 2 Consonant cards Go to Treasure Ship Steal 1 random card from Opponent Skip next turn Go to Pirates Cove Skip next turn Skip next turn Discard 1 random card Move Again Bury 1 Card Bury 1 Card Everyone Sings Everyone Drinks Go to any Sea Space Skip next turn Move Again Move Again

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ALTERNATE RULES FOR BLOODWARS COLLECTIBLE CARD GAME TSR

OBJECTIVE Rules for common Deck play. One of the first CCGs out there, it was quickly forgotten, but the art and background material is good stuff. A common deck adds more variety to the game and reduces the abuses of the power cards.

COMMON DECK CONSTRUCTION Take all the cards and shuffle them together in a common deck. Only one of each unique card in the deck. Consider all warlord, artifact, and battlefield cards to be unique. Add other cards in numbers to suit your tastes. Players keep their own discard and dead book piles.

GAMEPLAY No further modifications to the rules.

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ALTERNATE RULES FOR DUNE: EYE OF THE STORM COLLECTIBLE CARD GAME Last Unicorn Games Five Rings Publishing Group

OBJECTIVE Only changes to the rules are discussed. Otherwise play proceedes as normal. These are a combination of rules for Common Deck play with some other minor rules changes thrown in. A common deck game is more unpredictable than using preconstructed decks.

SETUP Each player starts with their Homeworld in play plus one of each ally, aide, charter, fief, personnel, and equipment card that has allegience to that house. Personnel & equipment are assigned after the other cards are put down. All these cards start in play.

DISTRIBUTION OF HOLDINGS Take one of each Charter and Fief (including Dune). Do not include those deployed in setup. Shuffle them and deal them all out to the players. Players start with these in play.

COMMON DECK SETUP Take all other cards, Imperial & House cards & shuffle them together, this is the Common Deck. Each Imperial card is unique so only include one of each. Do not put holdings or charters into this deck. Adjust the numbers of each type of House card to suit your tastes. All players share the same deck & discard.

TO WIN The conditions to win are the same except that 30 spice are required.

AREAS OF PLAY There is no assembly, Imperial deck, or Imperial Discard. Imperial cards are petitioned directly from your hand. Effects that target the assembly instead target the players hand. Effects that target the Imperial deck, or Imperial Discard instead target the Common deck or discard. There is no Imperial Draw or Discard.

RITES A player may only initiate one rite (CHOAM or Landsraad) per turn.

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Fiefs subdued in Battle are automatically captured (The attacker takes control of the Fief) A players Homeworld fief gets +5 Resistance. Charters subdued in Arbitration are automatically captured. Dueling: The Duelist can only target another Duelist.

SUBDUAL OF PERSONAS Whenever a persona is vanquished or subdued roll 1D6 # Result 1-2 Persona Killed 3-5 Persona Injured- Treat this as the normal subdual rules: Card is flipped & accrues deferment tokens 6 Persona Captured Effects targeting subdued personas target injured personas.

CAPTURED PERSONAS Captives are face up & engaged Engage a persona to interrogate a captive. A captive can only be interrogated once per turn as a general operation. Roll 1D6: # Result 1-2 Killed 3 Nothing 4-5 Information: Look at opponents hand. Limit this result to once per captive 6 Blackmail or Brain washed: Take control of Persona. Persona gains intrigue skill = 4 Captives may be sold back to their original controlers

EQUIPMENT & TRANSPORTS Treat subdued results against these cards as discard (destroyed)

REINTERPRETATION OF CARDS Note: I have not seen all of the cards and none after the first expansion. Card Change Usurp Holding Do not use this card Glacier Refinery Do not use this card unless someone is playing the water merchants Salvaging Operation Do not use this card Historic Acquisition Do not use this card

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ALTERNATE RULES FOR SPELLFIRE COLLECTIBLE CARD GAME TSR

OBJECTIVE Rules for common Deck play. These changes are based on the first edition rules.

TO WIN Raze all of your opponents' Realms. The game is a tie if all Realms of all players are razed in the same turn.

REALM DECK Put one of each Realm in this deck.

COMMON DECK CONSTRUCTION Take all the other cards and shuffle them together in a common deck. There are no Realms in this deck. Put in one of each unique card. All Champions, Holdings, and Artifacts are considered unique. Add other cards in numbers to suit your tastes.

SETUP Players are dealt 6 Realms from the Realm deck. Arrange theses into rows as per the normal rules. The Realm deck is not used again for the rest of the game. Each player takes 40 random cards from the common deck. These 40 cards are their play deck. During a game, players use their play deck, not the common deck. After the game, the play decks are mixed back into the common deck.

RULES MODIFICATIONS In Step 2 Players cannot automatically rebuild a razed Realm. Realms can only be rebuilt as a result of the abilities of another card. Players cannot attack on their first turn. There is no limit to hand size. Champions cannot be used directly from your hand to attack or defend in Step 4. Each Realm may attach one dungeon Spellfire Link

SPELLFIRE DECKS Theme Decks I have made: Ravenloft with holdings & artifacts Undead deck with Unarmed combat cards Undead deck with Allies Dragonlance with holdings & artifacts

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Wizards Forgotten Realms Wizards with holdings & artifacts Greyhawk Wizard with holdings & artifacts Dragon Wizards Monster Wizards Priests Greyhawk Priests with holdings & artifacts Forgotten Realms Priests with holdings & artifacts Dragon Priests Heroes with Swords Heroes with Unarmed combat cards Allies Dragons with Unarmed combat cards Dragons with Allies Thieves AD&D Giants with holdings & artifacts Psionics Deck Psionics/ Dark Sun with holdings & artifacts Monsters Underdark with holdings & artifacts Swimmers Dwarf/Gnomes Elf/Halflings with Magic items Flyers Auto-defeat

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AMBER

INTRODUCTION Takes place sometime after the disappearance of King Oberon. The Nine Princes fight to control Amber. Card game for 2-5 players.

VICTORY Control Amber and kill or capture all Princes controlled by Opposing players or control Amber for 5 consecutive turns.

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PRINCE OF AMBER DECK This deck has 9 cards, Prince: Hits Corwin 12 Eric 8 Benedict 9 Bleys 8 Julian 9 Gerard 10 Random 7 Caine 7 Brand 7

one for Fight 9 8 11 10 7 12 7 7 7

each prince. Wit Will 10 11 9 9 7 7 7 7 7 8 6 7 8 7 7 7 11 10

Lead 8 9 11 10 7 7 6 8 7

INFLUENCE TOKENS Each player begins with 9 influence tokens of a unique color. Non-player Princes without a token are neutral. Place one of your tokens on Non-player Princes you control. Influence tokens are also used to show ownership of stacks of Armies.

ARMY TOKENS Use blank tokens to represent armies.

SET UP Each player starts with 5 cards.

PLAYER PRINCES Each player begins with control of one Prince of Amber. Take one random card from the prince deck. These are known as Player Princes. A Player may have only one Player Prince. Each Player Prince starts in exile in Shadow. If a Player Prince is killed, another Prince controlled by the Player becomes his new Player Prince. If he has None, a neutral Prince becomes his new Player Prince. If there Are no neutral Princes left, he is out of the game.

OTHER PRINCES Draw another Prince card. This Prince currently controls Amber and is referred to as the King. Draw 3 more Princes who have regency. The 3 Regencies are: 1. Guardian of Arden 2. Admiral of the North Sea Fleet 3. Admiral of the South Sea Fleet The King and regents are referred to as Lords. All other Princes not controlled by Players start in Exile in Shadow. Exile princes start out neutral. You can never gain control of a Lord, but you can make regents neutral. If Amber is attacked the Lords will defend it.

GAINING CONTROL OF AMBER 152

A player can gain control of Amber by conquering it or causing the current King to be killed, captured or driven into Shadow exile. When a player takes control of Amber his Player Prince becomes King. Any other Princes he controls become regents. He may offer Regent posts to other players.

ATTRIBUTES Each Prince has 5 Attributes or Skills: Toughness: Hit points Fighting: Ability in hand-to-hand combat Leadership: Skill in strategy and tactics Will: Mental Strength in contests of Wills Wit: Intelligence

ATTRIBUTE LEVELS Use given stats or roll 2D6 separately for each attribute. Determine Attributes for each Prince before Play begins.

TURN SEQUENCE Players take turns. Each turn has 2 phases: Fate Phase Action Phase

FATE PHASE Draw 1 card from the Fate deck. If the deck runs out, shuffle the discard and draw from it. Max hand size = Wit Attribute of your Player Prince. Discard excess cards.

ACTION PHASE Each Prince you control may perform one action per turn. An action includes playing any Action, Contest, or Save card or performing a Non-card action.

NONCARD ACTIONS These do not require a card to do: * Bide your time: Draw one card. * Recuperate: Regain 1D6 lost Hit points. * Fortune telling with Trump Deck: Look at next 5 cards in deck. * Intrigue: Roll 1D6: on a roll of 5-6 cause a Non-Player prince to become neutral or take control of a neutral Prince. * Raise Army: Gain 1D6 army tokens. * Escape Imprisonment. The only action you may attempt if you have been captured. Roll 1D6. On a roll of 5-6 you escape.

CONTESTS Some cards indicate that a Contest will occur. The opposing princes roll 2D6 and add their level in the indicated attribute. The player with the highest score is the winner. (Reroll ties)

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All cards causing a Fight contest are also attack cards. The Loser of a Fight Contest takes 1D6 Hits of damage and the contest ends. The Loser of Leadership Contest loses 1D6 of his Armies. Unlike all other contests, Leadership contests are repeated until one side has no Armies left. The side with remaining Armies controls Amber. The loser of a Will contest suffers the fate described in the card text. Princes (you control and freely offered by other players) may work together and combine their attribute levels in Fighting Saves (Fighting Attribute) and Leadership contests (Leadership Attribute).

CARD TYPES Blocking cards are used against Princes playing Fighting or Leadership type cards. They are resolved before the contest. In the case of blocked Conquest cards, Armies, not hits are lost. In the case of blocked Attack cards, the blocked Prince may make a Fighting Save to avoid all damage. Block, Negate, and Defense cards are played on an opponents turn in response to his actions. Result Modifier cards affect Princes that have just been damaged or if it says so, just lost a Leadership contest.

CARD TYPE NOTATION WC = Willpower Contest WD = Will Defense LC = Leadership Contest (You must have at least 1 Army to play) FC = Fighting Contest FS = Fighting Save A = Action B = Block N = Negate D = Defense M = Modifier RM = Result Modifier

CARD LIST Card Name: Shadow Assassins Assassination Duel Swordfight Grapple Capture Imprison Call the Guards Exile Distractions of Court Get Away Hide in Shadow Lords in Amber Secret Passages Invade Amber Attack by Sea Scale Mount Kolvir Storm Castle Amber Battle Wounds Prisoner of War Shadow Armies Walls of Amber Ambush

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Type: FS FC FC FC FC RM RM A A A D D D D LC LC LC LC RM RM M M B

Effect: Target Prince Attacked Attack Target Prince Attack Target Prince Attack Target Prince Attack Target Prince Capture Prince that just took damage Capture Prince that just took damage Capture Non-Lord Prince that just attacked Non-Lord Prince must discard 3 cards Player with King must discard 3 cards Negate an Attack card Non-lord Prince may Negate an Attack card Negate an Attack card if you are a Lord Negate an Attack card Conquer Amber Conquer Amber Conquer Amber Conquer Amber Target Prince who just lost a LC takes 1D6 damage Capture Target Prince who just lost a LC Non-Lord Prince gets Leadership +1D6 this contest Lord gets Leadership +1D6 this contest Target Prince takes 1D6 Hits

Raiding Parties B Discard an army: Target Prince takes 1D6 Hits Monsters & Storms B Target Prince takes 1D6 Hits Jewel of Justice B Use by King only: Target Prince takes 1D6 Hits Shadow Obstacles B Target Prince takes 1D6 Hits Block the Way B Negate an Attack or Conquest Trump Travel N Negate a Block card used against an Attack card Shadow Mastery N Negate a Block card Influence A Gain control of target neutral Prince Promises A Gain control of target neutral Prince Go with the Winner A Gain control of target neutral Prince Mutual Hatred A Gain control of target neutral Prince Betrayal A Target Prince becomes neutral Mistrust A Target Prince becomes neutral Manipulation A Target Prince becomes neutral Keep Options Open A Target Prince becomes neutral Psychic Hold WC Fighting & Leadership of target Prince -5 Contest of Wills WC Opponent must discard two cards Mental Domination WC Gain control of target Prince Mind Probe WC Look at opponents Hand Break Contact D Negate a Will Contest Emotional Fury M Gain Will +5 for this contest Psychic Attack WC Target Prince takes 1D6 damage Show Mercy RM Target Prince you just damaged becomes neutral Amnesia RM Non-lord Prince can make no actions for 1D6 turns Walk the Pattern A Draw 3 cards and discard 2 Plan Ahead A Look at next 7 cards in deck Guile and Cunning A Look at next 7 cards in deck Family Gossip A Look at opponents Hand Speak to Sister A Look at opponents Hand Blessing of Oberon A Gain an extra turn Dworkin A Negate a Capture Rescued A Negate a Capture Escape A Negate a Capture Not really Dead A Killed Prince returns to play neutral * = One or more Shadow Armies required. FAQ's 1. FS cards (only one right now): is not clear to me how to use them. *The Shadow Assassins card... If you play it and you lose the contest, your Prince suffer no damage. (the assassins were killed, the Prince wasn't there) 2. How can different princes work together? *Princes you control can work together. You can add their attribute scores together in Contests. For example: You control Corwin & Bleys. You have them attack Amber. Amber is defended by the Lords Eric, Caine, and Gerard. It is a Leadership contest. Exiles: (8 + 10 + 2D6) vs Lords: (9 + 8 + 7 + 2D6). or in another example: Eric sends Shadow Assassins vs Corwin. You control Corwin & Random... You have them fight off the Assassins together. 3. When you use the effect of a blocking card: example, "Ambush"; effect: how do you apply the "Target Prince takes 1d6 hits" effect? *The contest being "blocked" will still occur unless the blocked Prince is killed or, in the case of a Leadership contest, loses all his armies. The Blocked Prince takes 1D6 damage before the contest begins.

LINKS Amber Dictionary

GAME DESIGNERS NOTES This game is based on the first book of the series. As I read more books the game will be expanded.

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AMERICAN GAME HUNTER INTRODUCTION Rummy Variant with Hunting Theme and special deck.

THE DECK Players share a common deck. The deck has 5 different card types: W = Weapons T = Techniques H = Habitats P = Prey S = Spoilers The deck contains one card of each described in the card list.

WINNING Be the first to make a kill. To make a Kill your hand must have: 1 card each of the Weapon, Habitat, Prey, and Spoiler cards and 2 Technique cards.

SETUP Players are dealt a hand of 7 cards.

TURN SEQUENCE Players take turns. On your turn draw the top card from the deck or discard and discard a card.

CARD LIST Card Name White Tailed Deer Cottontail Rabbit Wild Turkey Ring-necked Pheasant Mallard Duck Moose Black Bear Elk Antelope Pronghorn Bobwhite Quail Mule Deer Black Tailed Deer Geese Small Game Puddle Ducks Diving Ducks Snowshoe Hairs Squirrel Hunting Raccoon

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Type P P P P P P P P P P P P P P P P P P P P

Ruffed Grouse Partridge Waterfowl Sight Night Vision Smell Hearing Moveable Ears Communication Color Vision Freezing Scent Glands Positioning Zig-zagging Speed Detect Scent Alarm Calls Hide Camouflage Thicket Survival Adaptations Open Timber Winter Cover Tall Grass Highly Developed Senses Small population Dense Vegetation Mountain Slope Forest Clearing Farmland Grassland Hardwood Forest Swamp Bog Lake Lowlands Mixed Forest Transition Zone Succession Zone Powerline Corridor Stream Meadow Marsh Rocky Mountains Brushland Private Land Semi-Arid Desert Coniferous Forest Wetland Deciduous Forest Single-Shot Action Rifle Hunting Rifle Falling Block Action Rifle Repeating Action Rifle Bolt Action Rifle Lever Action Rifle Pump Action Rifle Heavy Rifle Light Rifle Short Barrel Carbine Bowhunting Compound Bow Recurve Bow Long Bow Muzzle Loader Black Powder Rifle

P P P S S S S S S S S S S S S S S S S S S S S S S S H H H H H H H H H H H H H H H H H H H H H H H W W W W W W W W W W W W W W W W

S

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Smoothbore Musket 12 Gauge Shotgun 20 Gauge Shotgun Double Barreled Shotgun Single Barreled Shotgun Light Shotgun Heavy Shotgun Buckshot Magnum Rounds Variable Power Scope Open Sight Peep Sight Crosshair Reticle Wide Angle Scope Solid Rest for Rifle Prone Firing Position Modified Choke Snap Shooting Sustained Lead Tracks Droppings Feeding Signs Bed/Roost Camouflage Netting Game Trail Lure Bait Still Hunting Shade Binoculars Rutting Season Soft Clothing Scrapes & Rubs Visual Clues Test the Wind Elevated Stand Feeding area Tower Blind Stalking Calls Driving Game Decoys Jump Shooting Pass Shooting Flushing Game Hunting Dogs Pointer Flusher Hound Float Hunting Move Quietly Morning or Evening

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W W W W W W W T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T

W W

AMERICAN REVOLUTION INTRODUCTION Two player Card game of the American Revolution. One player is the Americans, the other is the British.

THE DECK Players share a common deck. The card list has 120+ cards. The deck has 1 of each card on the list.

STRATEGIC TURNS The game is played in 7 Strategic turns corresponding to the 7 years of the war:

1775, 1776, 1777, 1778, 1779, 1780, 1781. VICTORY The winner is the first player to win 3 turns in a row, or if this does not occur, the player to win turn 1781. (Its not how many battles you won, its who won the last battle)

SETUP The Americans are dealt 1/3 of the deck. The British are dealt 1/3 of the deck. The remaining 1/3 is set aside (and not used).

STRATEGIC TURN SEQUENCE Pronounce which year this turn corresponds to. Both players go through their deck and take out which cards they want to play this turn. Both players play these cards face to the table simultaneously. Cards that specify a year must be the same as the current Strategic turn. Note: Cards of Year = X can be used in any turn. Only the American player can use American cards. Only the British player can use British cards. Both players can use cards of the "Either" type. Add up the force of all cards played. Compare the Force totals of both players. The higher Force total wins the turn. Americans win ties. All played cards are discarded face up. Keep track of which player won which years.

CARD LIST ABBREVIATIONS Side = American (A), British (B), or Either (E) Type = Leader (L), Troops (T), Event (EV), Battle (BT)

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CARD LIST Card Name: Side General George Washington A General Nathaniel Greene A General Benedict Arnold General Lincoln Benjamin A General Horatio Gates A General Charles Lee A General Daniel Morgan A General William Moultrie A Baron Von Stuben A Captain John Paul Jones Thomas Jefferson A Francis Marion the Swamp Fox A Sam Adams A Marquis de Lafayette A Comte de Rochambeau A George Rogers Clarke A Don Bernardo Galvez A Benjamin Franklin A Continental Congress A General Carleton B General Sir William Howe B General John Burgoyne B General Sir Henry Clinton B General Lord Charles Cornwallis General Augustine Prevost B General Gage B Banastre Tarleton B French Fleet A Continentals A Minute Men A Militia A French Troops A Patriot Irregulars A Colonial Army A British Fleet B British Regulars B British Redcoats B Tories B Iroquois Indian Allies B Royalists B Mohawk Indian Allies B Hessian Mercenaries B Garrison E Siege E Bayonet Attack E Bombardment E Expeditionary Force E Wheel About E Outflank E Encircle E Counterattack E Rearguard Action E Lines of Communication Cut E Night March E Surprise E Enlistments E A Shot Rang Out A Spirit of Rebellion A French Supplies A Tory Uprising B Indian Raids B Lexington B

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Type L L A L L L L L L A L L L L L L L L L L L L L B L L L T T T T T T T T T T T T T T T T T T T T T T T T T T T T EV EV EV EV EV EV BT

Force 5 3 L 3 3 3 3 3 3 L 3 3 3 3 3 3 3 3 3 3 3 3 3 L 3 3 3 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 4

Year X X 3 X X X X X 1777+ 3 X X X 1778+ 1778+ X 1779+ X X X X X X 3 X X X 1778+ X X X 1778+ X X X X X X X X X X X X X X X X X X X X X X X X X X X X X 1775

1775-9

X

X

Concord Bunker Hill Falmouth Maine Burned Montgomery captures Montreal Quebec Fort Ticonderoga Captured Saint Johns Great Bridge Moores Creek Bridge Charleston (Fort Moultrie) Long Island Valcour Island Trenton Crossing the Delaware Siege of Boston Fort Washington White Plains Nathan Hale Common Sense by Thomas Paine Declaration of Independence Princeton Danbury Fort Ticonderoga Captured Fort Stanwix Bennington Brandywine Creek Freemans Farm Paoli, Pennsylvania Germantown Fort Montgomery Captured Fort Mercer & Fort Mifflin Bemis Heights Saratoga Valley Forge Winter Retreat France Declares War Monmouth, New Jersey Newport, Rhode Island Savannah Captured Vincennes Stony Point Spain Declares War Paulus Hook Kettle Creek Newtown Briar Creek Spring Hill Port Royal Island Stono Ferry Charleston Captured Benedict Arnold Traitor Waxhaw Creek Massacre Camden Kings Mountain Morristown Winter Quarters Chesapeake Capes Holland Declares War Cowpens Guilford Court House Mutinies Hobkirks Hill Ninety Six South Carolina Eutaw Springs Yorktown

A A B A B A A A A A B B A A A B A A A A A A B A A B A B B B B A A B A A B B A A A A A A B B A B B B B A B A A A B B B A A A

BT BT BT BT BT BT BT BT BT BT BT BT BT EV BT BT BT EV EV EV BT BT BT BT BT BT BT BT BT BT BT BT BT EV BT BT BT BT BT BT BT BT BT BT BT BT BT BT BT B BT BT BT EV BT BT BT BT EV BT BT BT BT

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 5 7 4 4 4 4 4 4 4 4 4 4 4 4 7 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 6 EV 4 6 4 3 4 4 4 4 4 4 4 4 7

1775 1775 1775 1775 1775 1775 1775 1775 1776 1776 1776 1776 1776 1776 1776 1776 1776 1776 1776 1776 1777 1777 1777 1777 1777 1777 1777 1777 1777 1777 1777 1777 1777 1777 1778 1778 1778 1778 1778 1779 1779 1779 1779 1779 1779 1779 1779 1779 1780 4 1780 1780 1780 1780 1781 1781 1781 1781 1781 1781 1781 1781 1781

1780

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AMULETS By Jörg Hansen A (not really) fantasy game of deduction for 3-5 players. Five spirits are captured in five amulets. The wizards try to find out their correct placements on the altar to cast the freeing spell. Succeeding means honour, failure means eternal doom. ;) Material You need the altar, a 5x5 map signed A1 to E5, and 5 amulets (pawns), in colors or shapes different. A 30-card deck is needed corresponding to the map grid (A1 to E5) and the 5 amulets. Since players need this deck only once at the beginning of the game, a standard poker deck and a translation table will do. Every player needs a sheet of paper as spell book, and a pen. The spell book The wizards should draw their spell books as following: A table, consisting of 8-10 rows 5 rows for the amulets, 3-5 rows for the wizards. The rows should be named with the amulets and the wizards' names. The wizards' names should begin with the own name and then proceed clockwise. An example spell book could look like this:

| | | | | || | | | | | | R | Y | G | B | B || M | S | S | R | A | | e | e | | d | l | | | l | | | o | | | w |

r e e n

| l | l || e | u | | u | a || | s | | e | c || | a | | | k || | n | | | || | |

t e v e

| i | n | | c | n | | k | e | | | | | | |

+---+---+---+---+---++---+---+---+---+---+ | | | | | || | | | | | +---+---+---+---+---++---+---+---+---+---+ | | | | | || | | | | | ... Setup Each player secretly draws one altar card and one amulet card. Undrawn cards come out of play, unrevealed. The amulets are placed randomly on the map, not more than one on one field. The Game The Wizards choose a start wizard, play continues clockwise. At his turn, a wizard may ask

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a question to the old spirits (the others players). All answers are recorded by the players. The game continues and is only interrupted by the tries of casting a spell. If the spell succeeds, the casting wizard wins the game. If it doesn't, the casting wizard is out of play and may no longer ask the spirits. But he is still giving answers as a spirit. In the case of all wizards failing the casting, there is no winner, only misery... Asking the spirits At his turn, the active wizard may place the amulets on the altar as he likes, not more than one per field. Afterwards he reads out the coordinates of the 5 amulets, for all players to write down in the amulets' rows in their spell book. The spirits' answers Beginning at the left of the asking wizard, each player checks his personal altar field and his personal amulet. Then he gives exactly one of four possible answers, which is recorded in all players spell books in the row of the answering spirit. His possible answers are: 1.) If his amulet is on his own field, he answers "I'm home". All players note a '*'. 2.) If a foreign amulet is on his own field, he answers "Someone is at my home". All players note a 'o'. 3.) If his amulet is in one line or one row with his field (same letter or same number), he answers "I can feel my home". All players note a '+'. 4.) If none of these conditions occur, he says "No answer". All players note a '-'. In case of conditions 1 & 3 or 1 & 3 occurring at the same time, the spirit's answer is always the higher one. Answer 3 is not mentioned then. The asking wizard never gives any answer. Casting a spell A wizard may interrupt the game at any time, if he thinks he found out all the spirits' amulets and their coordinates. He places the assumed player amulets on their assumed homes and all the assumed non-player amulets at random altar fields. This is his try of casting the spell. The others players (the spirits) now check this try clockwise, beginning with the left neighbour. If his personal amulet stands on his personal field, he answers "yes", and the next player continues checking. If it doesn't, he says "No", and the casting has failed. The trying wizard may not ask the spirits anymore, and the game continues where interrupted before. But if all spirits answer "Yes", they are freed and the casting wizard wins the game. Designer's note This game, years old and deriving from boring school times, is nothing else but a master mind clone, but a funky multi-player one. Experienced players should not need more than 5-6 questions. This is not really a party game, since all players stare at their notes and beg each active player for a thinking break :) - give it a try.

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ANCIENT BATTLEFIELDS INTRODUCTION Ancients Wargame with emphasis on Command & Control.

VICTORY You win if you rout the opposing General

SETUP Setup has 3 Segments: Choose Army Segment Battlefield Segment Deploy Forces Segment

CHOOSE ARMY SEGMENT Each player gets an Army as described by a specific Scenario, or Each player gets a random army. A Random Army has 4 + 1D6 Units Roll for quality (Quality Check) of each unit: 1D6 Unit Quality: 1-2 Green 3-4 Regular 5 Veteran 6 Elite Roll for Composition (Composition Check) of each unit: 1D6 Unit Type: 1-4 Infantry 5-6 Cavalry Each Unit has a Commander. Roll to see the Ability (Commander Ability Check) of Each commander: 1D6 Commander Ability 1-2 Poor: Unit gets -1 to all Checks 3-4 Good 5-6 Excellent: Unit gets +1 to all Checks One Unit contains the General The Unit commanded by the General gets +2 to all Checks

BATTLEFIELD SEGMENT Play can be on a square grid or hex grid. Terrain types include: Terrain: Notes: Open Forest Units get +1 to Skirmish Checks Marsh Units get -2 to Battle Checks River Units get -4 to Battle Checks Hills Units get +1 to Battle Checks Mountains Units get +2 to Battle Checks Mountain Peaks Impassable Mountain Pass Unit gets +4 to Battle Checks Lake/Sea Impassable unless using house rules for boats Note: Cavalry can only move 2 spaces per turn in open terrain, otherwise They are reduced to 1 space per turn.

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DEPLOY FORCES SEGMENT Designate player A & player B 1D6 Result: 1-2 Player A Sets up first 3-4 Both set up simultaneously behind screens 5-6 Player B Sets up first Place your units on your side of the map as you like. Or deploy per Scenario details.

TURN SEQUENCE Players take turns. Each turn has 12 phases: Morale Phase Rally Phase Momentum Phase Skirmish Phase Cohesion Phase Aggression Phase Communications Phase Initiative Phase Orders Phase Disengage Phase Movement Phase Battle Phase

MORALE PHASE Make a Morale Check for each of your Units adjacent to enemy units. 1D10 Result: 1-3 Panic 4-5 Shaken 6-8 Good Morale 9+ Excellent Morale A Panicked Unit will Rout this turn. A Shaken Unit must attempt to Disengage this turn if it is adjacent to an enemy unit. Common Modifiers to the Morale Check: -1 Green or Conscript Unit +1 Veteran Unit +2 Elite Unit -2 if Commander lost +1 if unit rallied last Turn -1 if unit has lost Cohesion -1 if nearest friendly unit routed or panicked this or last turn +1 if nearest enemy unit routed or panicked this or last turn +1 if unit is Reinforced -1 if being flanked +1 if Unit has Excellent Morale from last turn -1 if Unit Shaken from last turn -2 if being attacked in Rear +1 if flanking an enemy unit +2 if attacking enemy unit in the rear +1 if Unit is winning combat -2 if unit is losing combat -1 if Unit is more than 4 spaces from your General -2 if Unit is more than 2 spaces away from any Friendly Unit

RALLY PHASE 165

Every Routing Unit must make a Rally Check: 1D10 Result: 1-7 The Unit is lost. Remove it from play 8+ The Unit Rallies and remains in play Common Modifiers to the Rally Check: Same as a Morale Check.

MOMENTUM PHASE Every Unit must make a Momentum Check: 1D10 Result: 1-2 The Unit must continue doing what it did last turn 3+ The Unit may be given new orders this turn Common Modifiers to the Momentum Check: -2 if unit is more than 4 spaces from your General +1 if the unit is Waiting -2 if unit is Moving (Continue in same direction) -4 if unit is in Combat (Will Continue fighting if possible) -1 if unit has lost Cohesion

SKIRMISH PHASE If not in combat but within 2 spaces of an enemy unit your Unit may make a Skirmish Check: 1D10 Result: 1-6 Your skirmishers have no effect 7+ One opposing unit within 2 spaces is Harassed Note: A Unit already in combat cannot also have harassed status.

COHESION PHASE Every Unit must make a Cohesion Check: 1D10 Result: 1-2 The Unit has lost Cohesion (is now a disorganized mob) 3+ The Unit has retained Cohesion (organized Ranks) Common Modifiers to the Cohesion Check: +1 if the unit is Waiting -2 if unit is Moving -4 if unit is in Combat -1 if unit has lost Cohesion (last turn) -2 if unit is Harassed +1 if unit is Reinforced -1 Green or Conscript Unit +1 Veteran Unit +2 Elite Unit -2 if Commander lost

AGGRESSION PHASE Every Unit must make an Aggression (Discipline) Check: 1D10 Result: 1-2 The Unit if not panicked, must move towards & attack nearest enemy unit if possible 3+ The Unit may be given new orders this turn Common Modifiers to the Aggression Check: +2 if no enemy within 2 spaces -2 if unit is Harassed -1 if unit has lost Cohesion -4 if enemy unit just disengaged from this unit (This unit will Pursue)

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COMMUNICATIONS PHASE Make a Communication Check for each of your Units. 1D10 Result Notes: 1-3 Missing Orders The Unit cannot be given Orders this turn 4+ Orders Delivered The Unit may be given Orders this Turn Orders are delivered by a variety of signals: Flags, Messengers, Horns, Drums, etc. A unit that fails to get orders is ignorant of what it is supposed to do. Common Modifiers to Communications Check: +1 during First 2 turns of Battle +1 if Unit has not done any fighting yet -1 if Unit has lost it’s Commander -1 if unit has lost Cohesion -1 if Unit is currently Fighting or Moving at Top Speed -1 if Unit if Unit is more than 4 spaces from your General -2 if Unit is more than 2 spaces away from any Friendly Unit

INITIATIVE PHASE Make an Initiative Check for each Unit that failed its Communication Check: 1D10 Result: 1-5 The Unit Commander shows no Initiative: The Unit must Wait or continue fighting if in Combat 6-7 The Unit Commander decides to Attack: The Unit, if not panicked, must move towards & attack nearest enemy unit if possible 8+ The Unit Commander makes a good Decision: The Unit may be given Orders this Turn. Note: Skip this Check if Unit Commander Killed.

ORDERS PHASE If a unit passes its Communication (or Initiative), Momentum, and Aggression Checks, it may be given new orders. Possible Orders include: 1. Wait (do not move, charge, or reinforce) 2. Move (to adjacent space) 3. Charge (Move next to an enemy unit) 4. Reinforce (Help one adjacent friendly unit that is in Combat) 5. Disengage (Move away from adjacent enemy unit) Note: A Unit may not Reinforce if it itself is in Combat. Important Note: A Unit adjacent to an enemy Unit is automatically considered to be in Combat with it.

DISENGAGEMENT PHASE Make a Disengage (Break-Off) Check for each of your Units that was given the order to disengage. It is very difficult for a unit to disengage from a battle. 1D10 Result Notes: 1-3 Unable to Disengage The Unit must stay and fight where it is. 4-6 Fighting Withdrawl See Notes 7+ Successful Redeployment The Unit may follow new Orders this Turn Notes: In a Fighting withdrawl, the Unit may only move back away from all enemy Units & must retain the same facing. Common Modifiers to Disengagement Check: -1 Green or Conscript Unit +1 Veteran Unit +2 Elite Unit -2 if Commander lost -1 if unit has lost Cohesion

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MOVEMENT PHASE Infantry units able to move may move 1 Space in this Phase. Cavalry units able to move may move 2 Spaces in this Phase. Units may not stack or move through each other. On a grid map a Unit may not move diagonally between 2 other units. Every Unit has a forward facing. Be sure to indicate a Units direction of Facing after it moves.

BATTLE PHASE Adjacent enemy units will be in combat. Make a Battle Check for every Unit (both players) that is in Combat. 1D10 Result 1-5 Unit is currently Losing 6+ Unit is currently Winning Common Modifiers to the Battle Check: Same as Morale Check plus: -1 if adjacent to more than one enemy unit -1 if enemies have superior quality weapons & armor +1 if you have superior quality weapons & armor +2 if you Charged this turn If a Unit made a Battle Check it must also make a Survival Check: 1D6 Result: 1-5 Commander Survives 6 Commander Killed

NOTES ON PLAYING VARIOUS NATIONALITIES *Egyptians Chariots: Cavalry Units get +2 to Battle Checks, but -1 to Momentum Checks *Mongols Horse Archers: +2 to Composition Check +1 to Skirmish & Disengagement Checks *All Greeks Hopolites: -1 to Composition Checks Phalanx: Infantry Units get +2 to Battle Checks, but -1 to Communication Checks *Athenians +1 to Initiative Checks *Spartans +1 to Quality Checks *Persians Large Armies: +1D6 Units -1 to Morale & Initiative Checks *Romans Infantry Units get +1 to Battle & Morale Checks +1 to Communication Checks *Carthaginians Elephants: Cavalry Units get +2 to battle checks, but -2 to Rally Checks *Celts Warbands: Infantry Units get +2 to Battle Checks, but –1 to Cohesion Checks

LEGENDARY GENERALS A Legendary General may give a +2 Bonus or a -2 Penalty to any 1 Check per turn. Some Legendary Generals get 1-2+ additional Benefits:

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1D10 1 2 3 4 5 6 7 8 9 10

Legendary Benefit: Command: All Units get +1 to Communications Checks Charisma: All Units get +1 to Morale Checks Leadership: All Units get +1 to Rally Checks Control: All Units get +1 to Cohesion Checks Support: All Units get +1 to Initiative Checks Logistics: Start Game with +2 Units Well Trained Troops: All Units get +1 to Quality Checks Masterful Deployment: Opponent must Set Up First Master Tactician: One Unit may move 1 extra Space on your turn Insight: Give +/- 2 to 1 additional Check per Turn

LINKS GBoH

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ANCIENT GENERALS INTRODUCTION Two player card game. Each player is a general fielding an ancient army represented by the player's decks. 100 card common deck. 40 Unit cards & 60 Tactics cards.

SETUP Shuffle the deck. Randomly deal 50 cards to each player. Each player now has his own 50 card deck. Each player draws a hand of 5 cards from their own deck. The more aggressive player goes first.

OBJECT Run your opponent out of cards. Destroy his army. A player loses once he has no more cards left in his deck or reserve pile.

TURN SEQUENCE Players take turns. Each turn has 6 phases: 1. Scout Phase 2. Discard Phase 3. Draw Phase 4. Flank Phase 5. Artillery Phase 6. Attack Phase

SCOUT PHASE Discard a unit card with the scout trait to your reserve pile to look at your opponents hand, or the next 5 cards in any deck.

DISCARD PHASE Discard any number of cards from your hand to your reserve pile.

DRAW PHASE Draw to fill your hand to 5 cards. If your deck ever runs out, shuffle your Reserve pile and use it as your deck. Cards sent to your Casualty pile stay there for the rest of the game. If there are no cards left in your deck or reserve pile, you lose.

FLANK PHASE You may discard unit cards with the flank trait to gain one flank point each.

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Keep a running total of your flank points during the entire game. The player with the most Flank points is called the Encircling army, the other player is the Encircled army. If tied, neither army is the encircling army.

ARTILLERY PHASE Discard a Siege Artillery card to your reserve pile to cause opponent to discard one card from their deck to their casualty pile.

ATTACK PHASE Play one or more units from your hand to attack. These are the attackers. Place them face up on the table in front of you. The defending player may play up to one blocking unit per attacker. The defender assigns specific blockers to specific attackers. Unblocked attackers do damage to the main body of the opponents army. The defender must discard a number of cards from his deck to his casualty pile equal to the damage rating of the attacking unit. The units of the Encircling army do +1 damage each. If an attacker is blocked compare the force totals of the 2 units. The unit with the lower total is killed and is sent to that players casualty pile. The victorious unit is sent to his owners reserve pile. A tie in Force values results in both units being killed. If the blocker can evade the attacker, both units are discarded to their reserve piles. Tactics cards can be played be either player to affect the outcome of the battle.

UNIT TYPES Light Infantry Medium Infantry Warband Heavy Infantry Light Cavalry Heavy Cavalry Elephant War Wagon

ABBREVIATION LI (Skirmishers) MI WB HI LC HC EL WW

UNIT CARD LIST Unit Name Type Slingers LI Bowmen LI Javelineers LI Psiloi LI Auxilia MI Peltasts MI Barbarians WB Horde WB Warriors WB Legionaires HI Hoplite Phalanx HI Horse Archers LC Evade LI, HI, WW Nomads LC Evade LI, HI, WW Light Chariots LC HI, WW Medium Cavalry HC WW

# 2 3 2 2 2 2 2 1 1 2 2 3

Force 1 2 3 3 1 2 1 2 3 3 4 1

Damage Notes 1 Scout; +5 vs WB, HI, EL; Evade WW 1 Scout; +5 vs WB, HI, EL; Evade WW 1 Scout; +5 vs WB, HI, EL; Evade WW 1 Scout; +5 vs WB, HI, EL; Evade WW 2 Scout; +5 vs LI; Evade WB, HI, WW 2 Scout; +5 vs LI; Evade WB, HI, WW 3 +5 vs HI, HC, EL, WW 3 +5 vs HI, HC, EL, WW 3 +5 vs HI, HC, EL, WW 3 +5 vs WB, EL, WW 3 +5 vs WB, EL, WW 1 Flank; Scout; +5 vs MI, WB, HI, EL;

3

2

1

Flank; Scout; +5 vs MI, WB, HI, EL;

3

3

1

Flank; +5 vs MI, WB, HI, EL; Evade LI,

2

1

2

Flank; +5 vs LI, MI, LC; Evade HI, EL,

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Cataphracts HC WW Heavy Chariots HC WW Elephants EL War Wagon WW # = Number of that card

2

2

2

Flank; +5 vs LI, MI, LC; Evade HI, EL,

2

3

2

Flank; +5 vs LI, MI, LC; Evade HI, EL,

2 2

+5 vs WB, HI, LC, HC +5 vs WB, EL, Evade LI, LC

2 4 2 5 in the deck

TACTICS CARD LIST Card Name # Effect Overrun 6 Increase Damage of attacking unit +2 Bloodlust 5 Increase Force of unit +3 Outflank 6 Play in Flank Phase. Worth 2 flank points Shields 6 Blocking HI, MI, or WB get Evade combat result Defensible Terrain 5 Blocking Light Infantry units are +3 and cannot be evaded Difficult Terrain 5 Opponent cannot flank or attack this turn. Play in opponents Flank Phase Treacherous Terrain 5 Attacking HI, MI, or WB are +3 and cannot be evaded Reserve 6 Draw 3 extra cards in any Flank Phase Rally 6 In any Draw phase put 1 card from your Casualty pile into your hand Break Morale 5 Opponent cannot block this turn. Play in Artillery Phase Onagers 1 Siege Artillery Scorpions 1 Siege Artillery Catapults 1 Siege Artillery Ballista 1 Siege Artillery Trebuchet 1 Siege Artillery Non-Artillery tactics cards when played, are sent to your Casualty pile. Ancient Generals is now a Module for the Thoth card Engine! (Thank you Zak & Walt O'Hara) Click here for the Thoth card engine Get the module here. De Bellis Antiquitatis Resource Page Warfare in the Ancient World

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ANCIENT WARFARE INTRODUCTION Board & card game for 2 players. Battle between ancient armies. Each figure represents a general, camp or unit of troops.

VICTORY You win if you destroy your opponents general or 8 of his units. A Camp counts as 2 units.

THE MAP Use an 8x8 chessboard.

THE MEN Use chits or miniatures to represent units.

ARMY COMPOSITION Every army has 1 General, 1 Camp, and 11 other units. You may designate 2 of your units as “Elite”.

CHOOSING ARMY COMPOSITION Besides the obligatory General and Camp pick any 11 units from the Unit list.

DBA ARMIES For DBA army lists please consult the following site: DBA Online Disclaimer Note: DBA is a licensed copyrighted product. This is merely a fan site.

UNITS TABLE NOTATION Move = Move Limit. Range = Unit may attack enemy units within this range. Below is a listing of all possible unit types.

UNIT TYPE TABLE Unit Camp General Auxilia Warband Blades Spears

Move 0 3 3 2 2 2

Range 1 1 1 1 1 1

Notes

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Pikes Cavalry Knights Psiloi Light Horse Bows Artillery War Wagons Scythed Chariots

1 4 3 3 5 2 1 2 4

1 1 1 2 2 2 4 2 1

Heavy Chariots Light Chariots

SPECIAL ABILITY CARD EFFECTS TABLE Unit Type General D Auxilia A/D Warband A Blades D Spears A Pikes A/D Cavalry A Knights X Psiloi A/M Light Horse A/M Bows A Artillery A War Wagons D Scythed Chariots A A player may play (discard) a effects.

Special Ability Notes Rally Rally any adjacent unit Open Formation Either if in Rough ground Berserker Frenzy Attack Shield Wall Defend Throw Spears Attack at range = 2 Receive Charge Either vs non-missile unit Bows Attack at range = 2 Dismount Becomes a Blades unit Run Attack or Move = K Wheel About Attack or Move = K Indirect Fire Attack through units Indirect Fire Attack through units Strong Defense Defend Open Ground Attack if on Clear ground special ability card to activate one of the above

SETUP Each player places his units on his back two rows. Units may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Battle Phase

ORDERS PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units. Units cannot move through other units except for Psiloi who may move through their own troops.

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The move card has a number. This is the number of spaces the unit moves. A Unit cannot use a Move card with a value higher than its move limit. Moves are diagonal or orthogonal. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card.

BATTLE PHASE Each of your units can make up to one attack (kill) on your turn. If one of your units has an enemy unit in range that it can automatically kill, then that unit is destroyed. No card needs to be played. Instead of making an auto-kill you may play (discard) an Attack card to have a unit attack any enemy unit in its range. The target is destroyed unless it is immune to the attacking unit in which case it is recoiled. A recoiled unit must move back one space if possible. Attacks are diagonal or orthogonal. Units cannot attack through other units. The defender may play a Defense card to prevent the target card from being killed. If a Recoil card is played the defending unit must move back one space or the Card cannot be played. Artillery cannot move and attack in the same turn. To play a Supported Attack card the target must be in range of two of your units. To play a Reinforced Defense card the target must be next to a friendly unit. To play a Rally Defense card your general must be within 2 spaces of the unit. To play an Outflank attack card the attacking unit must be closer to the opponents edge of the board than the defending unit. To play a Rough Defense card the target must be on Rough Ground

AUTOMATIC KILL TABLE Unit Auxilia Warband Blades Spears Pikes Cavalry Knights Psiloi Light Horse Bows Artillery War Wagons Scythed Chariots Elephant

Automatic Kill: Elephants, Bows, Psiloi Blades, Pikes, Artillery, Bow, Spear Bows, Auxilia Bows, Auxilia, Pikes, Cavalry Blades, Auxilia, Cavalry Psiloi, Blades, Bow, Light Horse, Artillery, Auxilia, Warband Auxilia, Spear, Pike, Psiloi, Warband, Cavalry, Light Horse Elephants, Psiloi Elephants, Knights, Psiloi, Artillery Knights, Cavalry, Light Horse, Psiloi, Pikes, Warband Elephants, War Wagons, Scythed Chariots Cavalry, Knights, Light Horse, Scythed Chariots Knights, Blades, Warband, Light Horse, Auxilia Knights, War Wagons, Warband, Light Horse, Scythed Chariots

IMMUNITY TABLLE Unit Blades Spears Psiloi Light Horse Artillery War Wagons

Immune to: Bows, Artillery Bows, Artillery Everything that do not auto-kill Psiloi Everything that do not auto-kill Light Horse Bows Scythed Chariots

CARD LIST NOTATION M = Movement

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A = Attack D = Defense X = Special Type = Purpose of card K = as a Knight would move in chess # = Number of that type of card in the deck

CARD LIST Card Name: Move Move Move Move Move Attack Supported Attack Outflank Elite Push Recoil Reinforced Rally Rough Special Ability Scout

# 5 5 5 5 5 5 5 5 5 5 5 5 5 5 8 2

Range 1 2 3 4-5 K -

Type M M M M M A A A A/D D D D D D X X

Notes

Any unit with a Move of 3+

Only by Elite units Move back 1 space

Look at opponents hand

TERRAIN TYPES Distribute terrain as you see fit. Clear = no modifications Rough = All Units except Auxilia & Psiloi must stop upon entering Rough. War Wagons cannot enter Rough. Hills = Missile units get range +1 Impassable = No units may enter this space.

LINKS Fanaticus

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ANTHILL

INTRODUCTION Board & Card game for 2-4 players. Players control rival Ant colonies.

VICTORY Destroy all rival colonies.

THE BOARD Use an 8 x 8 Grid. This represents the backyard of a suburban house.

TERRAIN 1D6 random spaces are Sweet spots. Get one Food Token in Event phase for each Sweet spot you control. 2D6 random spaces are Concrete Slabs. Ant counters cannot be placed on Slabs. 1D6 random spaces are Dry spots. Get one Dig Token in Event phase for each Dry Spot you control. 1D6 random spaces are Covered spots. Draw an extra card in Event phase for each Covered Spot you control. Use Tiles to indicate terrain.

DICE Dice of several sizes are required: D6, D8, D20

RANDOM SPACE When asked to determine a random space roll 2 eight sided dice (2D8) to get

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X and Y coordinates.

THE DECK Players share a common deck.

ANT COUNTERS Each player gets a set of Ant counters of a unique color. (Red & Black for a 2 player game.)

TOKENS A Food Token counts +1 to your Forage Total (one time only). Likewise for Dig and Breed Tokens. Use tokens of 3 different colors.

SETUP Each player starts in a corner space of the board. Put a stack of 10 counters in this space. This is your starting colony. The smallest player goes first.

TURN SEQUENCE Players take turns. Each turn has 5 phases: Worker Phase Event Phase Fight Phase Nest Phase Scout Phase

WORKER PHASE Draw 3 cards. Max hand is 7 cards. Discard excess cards. If the deck runs out, shuffle the discard and draw from it. Players may trade cards in this phase.

EVENT PHASE Roll once on the Event Table. 1D20 Event: Notes: 1 Bar-B-Q Put Food tokens in 4 random spaces 2 Picnic Put Food tokens in 5 random spaces 3 Pesticides Kill all Ants in 10 random spaces 4 Kids Party Put Food tokens in 6 random spaces 5 Good Luck Draw 1 Card 6 Slug Put 5 Food Tokens in 1 random space 7 Dead Frog Put 6 Food Tokens in 1 random space 8 Earthworm Put 4 Food Tokens in 1 random space 9 Spider Kill all Ants in 1 random space 10 Millipede Kill all Ants in 1 random space 11 Caterpillar Put 4 Food Tokens in 1 random space

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12 13 14 15 16-17 18-20

Ant Lion New Queen Spring Good Spot Double Rain

Kill all Ants in 1 random space Gain 1D6 Breed tokens All Players gain 1D6 Breed tokens Gain 1D6 Dig tokens Roll twice more on this table All Dig cards are –3 until your next turn

FIGHT PHASE One of your stacks may attack an enemy Ant stack in an adjacent space. You must play a Fight card with a Level equal to less than the number of ants in your stack. Your opponent may also play a Fight card (with the same limitation). The target stack loses a number of Ants (killed) equal to the Card played. If you wipe out a space, you may move 1 of your attacking ants into it.

NEST PHASE You may play a meld and tokens. A Meld consists of 3 cards: One each of Forage, Dig, and Breed. Each card has a Level modified by the Tokens played. Determine your lowest Level in the 3 categories. Gain a number of Ant counters equal to this Level. For Example: You have Forage 3, Dig 7, and Breed 8: You gain 3 Ant counters (of your color). Place these counters in a space you occupy or in adjacent empty spaces. You may stack any number of Ants in a given space. Discard played Cards and Tokens

SCOUT PHASE Take control of any Tokens in any space you occupy. Remove these from the board and keep them next to you. Unclaimed Tokens in unoccupied spaces remain until claimed.

ANTHILL CARDLIST Card Name: Forage Forage Forage Forage Forage Forage Forage Forage Forage Forage Breed Breed Breed Breed Breed Breed Breed Breed Breed Breed Dig Dig Dig

# 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Level 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3

Notes: Crumbs Sap Cookie Scouts Snail Aphids Apple Lunchmeat Dead Mouse Dead Bird Pheromones Eggs Larvae Metamorphosis Juveniles Nurses Drones Reproduction Nursery Queen Soil Burrow Ant Trail

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Dig 1 4 Build Dig 1 5 Complex Dig 1 6 Tunnels Dig 1 7 Workers Dig 1 8 Chambers Dig 1 9 Mound Dig 1 10 Ant Hill Fight 1 1 Intruders Fight 1 2 Attack Fight 1 3 Bite Fight 1 4 Soldiers Fight 1 5 Defenders Fight 1 6 March Fight 1 7 Mandibles Fight 1 8 Stingers Fight 1 9 Swarm Fight 1 10 Army Ants FAQ's 1) How do stacks move? Place stacks anywhere or one space a turn? A) Stacks don't move. That's intentional. The only way to expand into new spaces is by Card Melds and Fighting. If you want to move Stacks an optional rule would be to discard a Fight card to move its level in Ant counters one space each. When distributing counters after a Meld the counters can be spread over several adjacent spaces, they do not all have to go into one space. 2) Is fighting just one round or can you place more cards down after the first. A) One card only as I envisioned it. However, of course you may want to allow more in your House Rules. 3) In your example of reproduction phase, if two food tokens were added, then the total ants added would be 5. Correct? A) Yes, correct.

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ARABIA INTRODUCTION High adventure in the mysterious lands of Arabia. 2-4+ players. Simple boardgame.

THE BOARD Square track 10 spaces per side. Total 36 spaces. Each space must be large enough to hold one card. The center of the board contains the Adventure deck and the discard pile. Special squares are listed below. All other spaces are “empty” spaces. # Name 1 Bagdhad (Lower right square. Start square) Gain a Fame token if you land on or pass this square. 10 Mecca (Lower left square) Miss a turn praying if you land on this square. Gain 1 Faith token. 19 Medina (Upper left square) Miss a turn praying if you land on this square. Gain 1 Faith token. 28 Silk Road (Upper right square) Gain a Fortune token if you land on this square.

VICTORY The player who has the most Fortune points gets a Fortune win. The player who has the most Fame points gets a Fame win. The player who has the most Faith points gets a Faith win.

GAME END The game ends when a player goes to draw a card and there are no cards left in the deck.

TOKENS Use different colored tokens to represent Fame, Fortune, and Faith points.

DICE Six sided dice are needed.

ADVENTURE DECK Players share a common deck. The deck contains 6 types of cards mixed in: Challenge cards, Treasure cards, Event cards, Item cards, Location cards, and Aid cards. The deck contains one of each card listed.

FIGURES Each player uses a figure or pawn to represent their character on the board.

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CHARACTERS Each player chooses 1 Character or Hero: Ali Baba- If Ali defeats a "Men" Challenge he gains 1 Fortune Token. Aladdin- Aladdin gets +1 to Fate rolls vs Magic, Djinn & Underworld. Sindbad the Sailor- Sindbad gets +1 to Fate rolls vs Animals, Beasts & Nature. Thief of Bagdhad- The thief gets +1 to all Steal rolls. Morgiana- (Ali Babas’ Slave) She may reroll one roll per turn. Antar- (The Black Warrior Poet) Antar gets +1 to Fate rolls vs Men.

SETUP Shuffle the deck. All players start on Bagdhad. Roll high on 1D6 to determine turn order.

TURN SEQUENCE Players take turns. Note that characters will often lose or gain turns. On their turn a player rolls 1D6 and moves his character pawn clockwise that many spaces. If the pawn lands on an empty space that player draws 1 Card from the Adventure deck. If the draw is an Item card, Treasure card, or Aid card, the player puts the card face up in front of him. Treasure cards are worth one Fortune point each. If the draw is an Event card, resolve it according to the rules on the card and then discard the card. If the draw is a Challenge card roll 1D6 (This is called the Fate roll): On a roll of 1-3 the hero fails the challenge and misses his next turn. A failed challenge card remains on the space. On a roll of 4-6 the hero wins the challenge. The winning hero keeps the challenge card he wins. Won challenge cards are worth 1 Fame point each. If a pawn lands on a space containing a challenge card he must face the challenge. If the draw is a Location card it is placed on the space and remains there permanently. Every time a pawn lands on a location card it must follow the instructions on the card.

STEALING If a pawn lands on a space containing an opponents pawn he may roll 1D6 (This is called the Steal roll): On a roll of 1-3 nothing happens. On a roll of 4-6 the hero may steal one treasure or item or fortune token from his opponent.

CHALLENGE CARDS Den of Thieves (Men) Discard 1 Fortune if you fail this challenge. Whirling Dervishes (Men) Efreeti (Fire Djin) Get –1 to fate roll Mountain Lion (Animal) Get +1 to Fate roll Forty Thieves (Men) Discard 1 Fortune if you fail this challenge. Scorpion (Animal) Jackals (Animal) Get +1 to Fate roll Cobra (Animal) Sassanid Infidels (Men) Sorcerer (Magic) Get –1 to fate roll Sea Monster (Beast) Quicksand (Nature)

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Avalanche (Nature) Storm at Sea (Nature) Shipwrecked (Nature) Old Man of the Sea (Man) Get –1 to fate roll Desert Thirst (Nature) Sand Storm (Nature) Poisoned Well (Nature) Demon (Underworld) Gain 1 Faith Token if you win this challenge Devil (Underworld) Gain 1 Faith Token if you win this challenge Island Fish (Beast) Dragon (Beast) Get –1 to fate roll Blown off Course (Nature) Zughb Ape men (Beasts) Black Giant (Beast) Get –1 to fate roll Giant Snake (Beast) Isle of Cannibals (Men) Nomads (Men) Ancient Ruins (Underworld) Gain one Fortune token if you win this challenge Sphinx (Beast) Sealed Cave (Nature) Underground River (Nature) Pirates (Men) Discard 1 Fortune if you fail this challenge. Cabalists (Magic) Magician (Magic) Sultans Palace Guards (Men) Incubus (Underworld) Dancing Sword (Magic) Golem (Magic) Dendan (Beast) Giant Fish Shapeshifting Djinn Skeletal Warriors (Underworld) Living Statues (Magic) Wind Djinn Marid (Water Djinn) False Prophet (Man) Gain 1 Faith Token if you win this challenge Fatima Assassins (Men) Khawarij Heretics (Men) Gain 1 Faith Token if you win this challenge Zoroastrian Fire Worshippers (Men) Play Chess with the Caliph (Man) Mameluke Slave Soldiers (Men) Bedouin Bandits (Men) Discard 1 Fortune if you fail this challenge. Corsairs (Men) Discard 1 Fortune if you fail this challenge. Harem (Women) Evil Vizier (Man) Eunuch Harem Guards (Men) Necromancer (Magic)

ITEM CARDS Magic Ring- If you lose a turn roll 1D6. On a roll of 4-6 you do not lose it. Magic Potion- Discard to win any challenge. Magic Spy Glass- On your turn you may look at the next 4 cards in the deck Magic Carpet- You may roll 2D6 instead of 1D6 when moving. Healing Elixir- Avoid losing a turn. Discard after 3 uses. Magic Slippers- Get +1 to all of your movement and steal rolls. Seal of Solomon- Automatically defeat all Djinn. Flaming Sword- Fate rolls +1 vs Men Challenges. Celestial Orb- When drawing, draw 2 cards and discard one. Ancient Curse- Fate rolls –1. Discard 2 Faith tokens to discard this card. Philosophers Stone- Discard a Faith token to gain one Fortune token. Green Turban- Fate Rolls +1 vs Magic and Underworld challenges. Magic Astrolabe- Fate Rolls +1 vs Nature challenges. Rukh Egg- Discard to win challenge vs Beast.

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TREASURE CARDS Gold & Silver (8 cards like this in the deck) Rubies & Sapphires South Sea Pearls Flawless Gemstones Ivory Ship- Gain 1 turn then discard this for 1 Fortune token.

EVENT CARDS Enslaved- Miss next turn. Camels (Ships of the Desert)- Gain 1 turn. Arabian Horses- Gain 1 Turn and move 2D6 for that turn. Caravan- Gain 1 Fortune Token. Merchant Vessel- Gain 1 Fortune Token. “Open Sesame”– Gain 1 turn. Listen to Scheherazade- Miss next turn. Read Book of Kings- Gain 1 Faith token. Sufi Mystic- Gain 1 Faith token. Shahada- (The first pillar of Islam) Gain 1 Faith token. Daily Prayers- (The second pillar of Islam) Gain 1 Faith token. Ramadan- (The third pillar of Islam) Miss next turn and gain 1 Faith token. Alms- (The fourth pillar of Islam) Discard 1 Fortune to gain 2 Faith tokens. Hajj Pilgrimage- (The fifth pillar of Islam) Miss next turn and gain 2 Faith tokens. Sheikh Teacher- Gain 1 Faith token. Ulama Scholar- Gain 1 Faith token. An Eye for an Eye- Target opponent misses their next turn. Berber Traders- Gain 1 Fortune Token.

AID CARDS Snake Charmer- Discard to automatically defeat 1 ‘Animal’ Challenge. Scalding Oil- Discard to automatically defeat 1 ‘Men’ Challenge. Hospitality- Discard to avoid losing a turn. Led by Wild Beast- Discard to avoid losing a turn. Alchemist- Discard to automatically defeat 1 ‘Magic’ Challenge. Disguise- Discard to automatically defeat 1 ‘Men’ Challenge.

LOCATION CARDS Elephant Graveyard- - Lose 1 turn and gain 1 Fortune token (Ivory). Mosque- Lose 1 turn and gain 1 Faith token. Valley of Serpents- Make a Fate roll. Gain a Fame or a Fortune token if you win. City of Brass- Gain a Fame token. Bazaar- Gain 1 Fortune token. Oasis- Gain 1 turn.

GAME DESIGNERS NOTES For more atmosphere you may want to put a map of the Middle east in the center of the board. Some of the empty squares might be a good place to put artwork, or have the labeled with Middle East place names such as: Syria, Tunisia, Tripoli, Alexandria, Cairo, Giza, Jedda, Oman, Damascus, Jerusalem, Persia, Yemen, Sahara, Libya, Basra, Afghanistan.

STORY TELLING GAME VARIANT by Frederic Moll

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([email protected]) TALES OF ARABIA

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ARC GAMMON INTRODUCTION Two player variant of backgammon.

THE BOARD The Board is a ring of 12 Circles. The circles are also referred to as spaces. The spaces are numbered 1 to 12.

DICE Two white six sided dice are needed. One black six sided die is needed. This is referred to as the ‘Modifier die.’

PIECES Each player gets a set of 12 tokens of a distinct color (red & blue for example). Tokens must be able to stack.

SETUP The red player puts one token on spaces 7, 9, and 11. The blue player puts one token on spaces 8, 10, and 12. That leaves each player with a pile of 9 tokens. Roll high on one die (1D6) to determine who goes first.

STACKING You may stack any number of tokens in a space. A stack contains one or more tokens. All of your tokens in the same space must be stacked together. Moving a stack onto another stack makes one bigger stack.

TURN SEQUENCE Players take turns. Each turn has 4 phases: 1. Roll Phase 2. Modifier Phase 3. Place Phase 4. Move Phase

ROLL PHASE Roll all 3 dice (the two white and one black).

MODIFIER PHASE If all 3 dice show the same number (Triples) then put two tokens on

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the space with that number. For example: You roll 3 Fives: Put 2 tokens on space number 5. You cannot do this if the space contains 3 or more enemy tokens (Go to Place Phase). If the space contains 1 or 2 enemy tokens they are captured. Captured tokens go to their players (owners) pile. If the dice come up 1,3,5 (Odds) then Switch the location of one of your stacks with an opponents stack. If the dice come up 2,4,6 (Evens) then Knock one of your opponents stacks out of play. Knocked out tokens go to their players pile. If you got Odds, Evens, or Triples then your turn ends. Do not go on to Place or Move Phase.

PLACE PHASE Discard the Modifier die (it is only used in modifier phase). If both white dice show the same number (Doubles) then put one token on the space with that number. For example: You roll 2 Sixes: Put 1 token on space number 6. You cannot do this if the space contains 2 or more enemy tokens (Go to Move Phase). If the space contains 1 enemy token it is captured. If you got Doubles this turn then your turn ends. Do not go on to Move Phase.

MOVE PHASE For each roll on each of your white dice you may move a stack or part of a stack that many spaces clockwise. For example: on the white dice you roll a 3 and a 4. You move one of your stacks 3 spaces. Then you move another stack 4 spaces. Or you can move a stack 3 & then 4 spaces (or 4 & then 3 spaces). You must move if it is at all possible. Moving part of a stack allows you to break up big stacks. A larger stack can capture an enemy stack of smaller or equal size by moving onto it. Captured tokens go to their players pile. A stack cannot be moved onto an opposing stack that is larger

WINNING To 1. 2. 3. 4. 5. 6. 7.

win you must satisfy one of the following conditions: Capture all of your opponents tokens Occupy any 9 spaces Occupy Spaces: 12,1,2,3 Occupy Spaces: 3,4,5,6 Occupy Spaces: 6,7,8,9 Occupy Spaces: 9,10,11,12 Occupy any 5 spaces in a row.

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ARCHMAGI

CREDITS By Lloyd Krassner Edited & Updated by Jason Newell

INTRODUCTION Mages (Archmagi) use spells, heros, monsters, armies, and artifacts to destroy each other and conquer the world.

MAP DESIGN Click here for Archmagi Map Generator by Peter Cobcroft. Use a Hex map or hand draw Territories. Draw one large continentof 20-40+ territories. Differentiate between Sea & Land spaces. Predetermine the terrain type in each Hex by choice or by using the D20 & consulting the Terrain chart. If a map is missing certain terrains, units from those terrains can be deployed in only special circumstances. Play may proceede on a map of unknown territories using the Exploration Phase and rules. One or more Sea hexes should be designated as the Reef or Abyss terrain types. An alternative to the D20 method is to make Terrain chits for each of the Terrain types. Map designers may want to specify terrains that cannot be used for deployment.

SETUP- RESOURCES Each player randomly selects: 1 Archmagi chit 3 Unit chits in Reserve 5 Spell chits Players must also select the color of their banner chits. Players place their Archmagi on Land hexes on opposite ends of the map.

SETUP- DETERMINE TURN ORDER 188

Players roll high. Reroll ties. High roll goes first. Play proceedes in a clockwise direction. A player whose turn it is, is called the Active Player.

VICTORY CONDITIONS Destroy all opposing Archmagi units.

CHITS Units are represented by counters or chits. The chit has the name of the unit(or spell, etc.) on it. Make seperate Recruitment piles for: Archmagi chits, Spell chits, Banner chits, Artifact chits, Unit chits. Players will often have to refer to the lists in the rules to find out what certain chits do. All players should have their own copy of the rules.

TERRAIN CHART D20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 * * * *

TYPE Plains City Forest Castle Heath Hills Swamp Caves Mountain Desert Jungle Tundra Taiga Ruins Tors Waste Sylvan Volcano Water Workshop Sea Abyss Reef Coastal

NOTES Steppes, Plateau, Grasslands Civilized, Towns Woods Feudal Farmlands Chaparral Bog, Marsh Caverns Crags, Peaks Dunes Rain Forest Permafrost, Arctic Boreal Forest, Pine Forest Cursed Lands Cold Mountains, Glaciers Bad Lands, Broken Lands, Barrens Faerie Woods Hot Springs, Lava Pits River, Lakes Factories Deep Sea Murky Depths Shallows Any Hex adjacent to a Sea Hex is also a Coastal Hex

NOTES ON TERRAIN All units get Tactics+1 in their home terrain Coastal Hexes are considered to be both Land & Water

TURN SEQUENCE 1-Recruit Units 2-Recruit Spells 3-Scout 4-Movement 5-Exploration

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6-Battle A 'Round' is when all players have taken a turn. Then starts a new Round.

1- RECRUIT UNITS PHASE Acting Player draws 2 Unit chits from the Unit Recruit Pile Each unit, represented by the chit, is recruited in only one type of territory. Deploy the unit into its territory only if that territory is occupied by units you control. A player may hold up to 5 Unit chits in a pile called the Reserve. Excess Units in the reserve are discarded back to the Unit Recruit Pile. Once per turn in his recruit phase, A player may discard two reserve chits to draw an artifact. Artifacts are also represented by chits and are drawn from a seperate artifact pile. Deploy artifact to any unit capable of using it. Artifacts can also be stored in the Reserve.

2- RECRUIT SPELLS PHASE All players, not just the acting player, draw 3 spells from the Spell Pile. A player can have a maximum of 7 spells in their Spell Reserve. Discard extras. These spells can be cast by any mage or spellcasting unit the player controls.

3- SCOUT PHASE Active players units only. Each Scout or Rogue unit belonging to the active player may reveal all units enemy stack adjacent to it. Units with the Steal ability may try to steal a target artifact in the same, adjacent hex. Units with Guard ability will catch and kill the thieves on a roll of 1-2 on preventing the theft. The theft succeeds on a roll of 1-2 on D6; One attempt per Scout phase. The stolen artifact stays in posession of the thief until it is given to another hero in the same hex in move or scout phase The target player must reveal if artifacts are present in the stack before a attempt is made.

in an or an D6,

steal

STACKING & BANNERS Any number of units may be stacked together. Each stack has on top a colored banner chit indicating the owner of the stack. Banners should also be marked with an identification number The banner chit also hides the identity of the units & artifacts in the stack. Each player has as many banners as they need. Instead of putting the stack under the banner, the stack may be kept off of the map in an area marked with the same ID # as the banner.

4- MOVEMENT PHASE Acting Player Moves his units. By Default, units move 1 Hex. Swift units may move 2 Hexes into identified hexes. Very Swift units may move 3 Hexes into identified hexes. Flying units may move over hexes occupied by enemy stacks. Units in the same space may trade artifacts

5- EXPLORATION 190

This Phase occurs only in games where the identity of the terrains in the Hexes was not predetermined. Randomly determine, using the D20, the identity of unknown Hexes adjacent to your stacks.

6- BATTLE PHASE Occurs when two opposing stacks occupy the same space. The active player is always the attacker. Remove the stacks from the board, for the duration of the battle, but leave the banner chits as markers. The Battle Phase is divided into 4 segments:

I- REVEAL COMBATANTS SEGMENT Each player simultaneously reveals one of their units from their stack. These are the combatants. During Sea battles, transported units may be combatants.

II- TACTICAL OPTIONS SEGMENT Players simultaneously reveal any other units that modify the combatants. This includes: Mages casting Spells, Generals, Sites, Artifacts, Archers. A mage or spellcaster may cast any number of spells per Battle Phase. Units with skirmish or vanish may return that unit to their stack and replace it with another, once per Battle Phase. Units with guard may replace another unit once per Battle Phase. Units with Paralyze may affect one unit per Battle Phase

III- BATTLE ROLL SEGMENT Both units roll 1D6 and add Modifiers. This is the Battle roll The Modifiers include the bonuses listed in the description of each combatant. The higher rolling unit destroys its opponent. Ties result in both units surviving. Stacks with mages may cast spells before or after the rolls depending on the nature of the spell. Normally effects that are battle roll modifiers are revealed before the roll is made.

IV- RESPITE SEGMENT Certain effects occur.

VICTORY? The Battle Phase is repeated until one side is destroyed or the attacker calls off the attack. The battle may end with both stacks still occupying the same territory.

RETREAT The defender may, during a battle, sacrifice a unit in Tactical options Segment to move the stack to an adjacent empty or friendly Hex.

UNIT DESCRIPTIONS & DEFINITIONS 191

Note: All units count as Male, Neutral, Slow and Living, unless stated otherwise. Air: Descriptor Ambush: Add value to BRM when Defending Animal: Descriptor Archer: Add value to BRM of a friendly unit in combat, but not to own combat Artifacts: Seperate chits that Improve the unit that owns it, Stacked with unit Cannibal: Sacrifice a friendly Living unit in same stack in Scout phase to gain the bonus for rest of turn Carry=X: X Heros in same stack get any flying, armor, and swift Modifiers this unit has Cavalry: Add value to BRM vs non-flying Slow units Chaos: Descriptor Cold: Descriptor Construct: Descriptor. Nonliving Demihuman: Descriptor. All are Good unless otherwise specified: Elves, Dwarves, Halflings, Gnomes Demon: Descriptor. All Demons are Evil Dragon: Descriptor Earth: Descriptor Elemental: Descriptor. Nonliving, and also has one of the following descriptors: Air, Fire, Earth, Water, Cold Evil: Descriptor Fey: Descriptor Fire: Descriptor Flying: Unit may Travel in any hex General: All units get +1 BRM if this unit is revealed during Tactical options Segment Giant: Descriptor Good: Descriptor Guard: Defending side: Replace your current combatant with this unit before the Battle roll Hero: Descriptor. Human Male unless otherwise specified Hex: Map Space; Also Territory Humanoid: Descriptor. All are Chaos units: Kobolds, Orcs, Goblins, Hobgoblins, Gnolls Lawful: Descriptor Martyr: This unit may be destroyed instead of target or combatant unit in the same stack Monsters: Descriptor. Type includes Giants & Dragons & Demons & Undead Nonliving: Descriptor. Units such as Undead, Constructs, Elementals, immune to certain attacks Paralyze: Target enemy combatant must be replaced by another unit the tactical phase, or target is destroyed. Target cannot be used for the listed number of turns, or for the remainder of the battle. Plant: Descriptor. Also counts as having the Wood Descriptor Poison: Adds to BRM vs nonswarm Living units Priest: Descriptor. All priests are spellcasters Regenerates: Unit must be defeated twice during the battle to be killed Scout: Look at opponents stack before battle in Scout Phase Sea: Travels in water hexes only Ship: Descriptor All ships unless otherwise specified are: Sea, Construct, Wood. If a ship sinks, all transported units are destroyed Site: Units that do not move. Always revealed Skirmish: Replace this unit with another unit in stack once per battle during Tactical options Seg Slay: Add to BRM vs specified unit type Steal: See Scout Phase Suprise: Add to BRM when Attacking only Summoning: Unit appears during battle and is discarded at end of battle Swarm: Descriptor Swimmer: May travel in water hexes Swift: Move=2 Very Swift: Move=3 Terrain: Identity of Map Hex; For Example: Jungle, Forest Transport=X: X Nonmonster Units (& any # of Heros) benefit as Carry=X Undead: Descriptor. All Undead are nonliving and evil

192

Vanish: per turn Warrior: Water: Wood:

Unit may exit battle & moves to adjacent empty or friendly hex. Once Descriptor. Type of Hero that can use most Weapon & Armor artifacts Descriptor. Water Units are swimmers Descriptor

UNITS # 10 5 15 5 5 10 5

MOUNTAIN UNITS Dwarves DwarfLord Goblins Storm Giants Stone Giants Griffons Dwarf Hall

BRM: BRM: BRM: BRM: BRM: BRM: BRM:

+5, Martyr, Guard, Archers+1 +6, Demihuman, Hero, Warrior, Slay Giants+4, General +3, Archers+1, Poisons+1, Swarm, Humanoid +10, Giant, Air +7, Giant, Earth +5, Monsters, Flying, Very Swift +6, Site, Guard

BRM: BRM: BRM: BRM:

+4, +6, +4, +4,

FOREST UNITS 15 Elves 10 Sylvan Knights 5 Elf Lord 5 Ranger Skirmish 10 Centaurs 5 Ents

Spellcasters, Archers+3, Demihuman Demihuman, Cavalry+2, Swift Hero, Mage, Warrior, General, Demihuman Hero, Warrior, Scout, Archer+2, Slay Humanoids+2,

BRM: +4, Archers+2, Swift, Skirmish BRM: +8, Fey, Suprise+2, Plant, Monster

SWAMP UNITS 10 5 10 15 5

Trolls Hydra Witches Lizard Men Jabberwocky

BRM: BRM: BRM: BRM: BRM:

+5, +9, +4, +5, +6,

Regenerate, Ambush+1, Evil, Cannibal(+4) Regenerate, Monster Spellcasters, Evil, Slay Fey+3, Poisons+1, Female Swimmer Dragon, Fly, Evil

SYLVAN WOOD UNITS 5 Nymphs 5 Sprites 5 Pixies Spellcasters 5 Dryads 5 Gremlins 5 Unicorn 5 Fairy Circle Ring

BRM: +0, Fey, Female, Slay Human Male Heros+8, Vanish BRM: +3, Fey, Flying, Steal, Scout, Vanish BRM: +1, Fey, Flying, Archer+1, Vanish, Skirmish, BRM: BRM: BRM: BRM:

+2, +2, +7, +2,

Fey, Suprise+3, Vanish, Female, Plant Fey, Vanish, Steal, Slay Constructs+10, Monsters Fey, Swift, Scout, Skirmish, Cavalry+2, Vanish Site

DESERT UNITS 10 5 10 5 5 5

Nomads Djinn Dervishes Assassin Sphinx Pyramids

BRM: BRM: BRM: BRM: BRM: BRM:

+5, Archers+2, Cavalry+2, Swift, Skirmish +9, Flying, Very Swift, Spellcaster, Monster +4, Good, Guard +3, Hero, Rogue, Poisons+2, Slay Heroes+4, Scout +6 (+1D6), Monster, Earth +4, Site

JUNGLE UNITS 193

5 10 10 5 10 5

Beast Master Amazons War Elephants Vipers Simmians Insect Swarm

BRM: BRM: BRM: BRM: BRM: BRM:

+6, +4, +5, +4, +3, +2,

Hero, Warrior, Scout, Skirmish Archers+2, Slay Human Males+3, Female Animals, Cavalry+3, Transport=1 Animals, Swarm, Poison+2, Suprise+1 Animals, Guard Animals, Swarm, Poison+2, Flying, Swift, Regenerate

BRM: BRM: BRM: BRM: BRM: BRM: BRM: BRM:

+6, +6, +7, +3, +5, +5, +3, +3,

Archers+1, Humanoid Humanoids, Cavalry+2, Swift Giant Hero, Spellcaster, Poisons+1 Hero, Warrior, Humanoid, General Chaos, Cannibal(+6), Giant Archers+1, Ambush+1 Site, Regenerate, General

BRM: BRM: BRM: BRM: BRM: BRM: BRM:

+4, +3, +4, +9, +7, +7, +5,

Spellcaster, Evil, Demihuman, Archers+1 Swarm, Ambush+2, Chaos, Scout, Humanoid, Skirmish Swimmer, Suprise+2 Dragon, Fly, Evil, Very Swift Regenerates, Ambush+1, Monster Hero, Spellcaster, Evil, Humanoid, Cannibal(+5) Site, Maze: Paralyze on roll of 1-3 on D6

BRM: BRM: BRM: BRM: BRM: BRM:

+4, +2, +6, +4, +6, +5,

Lawful, Cavalry+2, Swift Archers+3 Slay Cavalry+2 Guard Hero, Warrior, Cavalry+2, Slay Monster+3, General Site, Guard

BRM: BRM: BRM: BRM: BRM: BRM: BRM:

+3, +3, +4, +8, +6, +7, +4,

Undead, Guard Undead, Regenerate Undead, Paralyze(1), Cannibal(+4) Undead Hero, Undead, Flying, Swift, Vanish, Regenerate Hero, Undead, Spellcaster Site

BRM: BRM: BRM: BRM:

+3, +5, +8, +4,

Hero, Priest, Slay Undead+6, Lawful, Good Hero, Warrior, Cavalry+2, Slay Evil+2, Lawful, Good Flying, Slay Evil+3, Lawful, Good, Very Swift Hero, Warrior, Scout, Slay Spellcaster+5, Immune to

HILL UNITS 15 10 5 5 5 5 10 5

Orcs Boarboyz Hill Giants Shaman War Chief Ogres Gnomes Hill Fort

CAVE UNITS 10 15 10 5 5 5 5

Drow Kobolds Troglodytes Black Wyrm Green Slime Mind Flayer Caves

CASTLE UNITS 10 15 10 15 5 5

Knights Yeomen Pikemen Swordsmen Cavalier Castle

RUINS UNITS 15 15 10 5 5 5 5

Skeletons Zombies Ghouls Wraith Vampyre Lich Crypt

TEMPLE UNITS 5 5 5 5 spells, 15 5

Cleric Paladin Deva Witch Hunter Lawful Zealots Temple

BRM: +4, Martyr, Lawful BRM: +4, Site, Guard

WASTELAND UNITS 194

10 5 5 10 5 5

Gargoyles Cyclops Medusa Minotaur Manticore Doppleganger

BRM: BRM: BRM: BRM: BRM: BRM:

+6, +8, +6, +6, +4, +4,

Monsters, Flying, Very Swift, Guard, Earth Giant, Evil Monster, Paralyze(Battle), Evil, Female Humanoid , Evil Monster, Archer+1, Flying, Swift, Evil Suprise+4, Monster

TORS UNITS 5 Frost Giant 5 Blue Dragon 5 Sylphs Spellcaster 5 White Wyvern 5 Cloud Giant

BRM: +9, Giant, Evil, Cold BRM: +10, Dragon, Fly, Very Swift, Cold BRM: +1, Fey, Flying, Scout, Air, Vanish, Skirmish, Female, BRM: +5, Dragon, Fly, Poison+2, Very Swift, Cold BRM: +6, Giant, Flying, Swift

TAIGA UNITS 5 5 10 10 5

Barbarian Barbarian Horde Dire Wolves Gnolls Yeti

BRM: BRM: BRM: BRM: BRM:

+5, +8, +5, +5, +6,

Hero, Chaos, Warrior Swarm, Chaos, Slay site +4 Animals, Evil, Swift Humanoid, Scout, Skirmish Monster, Suprise+4

PLAINS UNITS 10 5 10 5 5 10

Hobgoblins Bounty Hunter Harpies Pegasus Chaos Lord Wolfriders

BRM: BRM: BRM: BRM: BRM: BRM:

+5, +5, +5, +3, +7, +3,

Archers+1, Evil, Humanoids Hero, Warrior, Scout, Skirmish, Archer+2, Slay Heros+3 Monsters, Flying, Swift, Evil, Female Animal, Flying, Very Swift, Carry=1 Hero, Warrior, General, Chaos Humanoids, Cavalry+2, Suprise+1, Archers+2, Very Swift

VOLCANO UNITS 5 Red Drake 5 Fire Giant 10 Hell Hounds 5 Demon Horde 5 Balrog 5 Succubus 5 Phoenix Nonliving, Monster

BRM: BRM: BRM: BRM: BRM: BRM: BRM:

+11, Dragon, Fly, Chaos, Swift +8, Giant, Archer+2, Chaos, Evil, Fire +5, Animals, Demons, Swift, Guard, Fire +12, Swarm, Demons, Fire +10, Demon, Fire +5, Hero, Warrior, Demon, Flying, Female, Very Swift +6, Animal, Flying, Very Swift, Fire, Regenerate,

BRM: BRM: BRM: BRM: BRM: BRM: BRM:

+3, +5, +3, +8, +3, +4, +2,

CITY UNITS 15 10 5 5 10 5 10

Militia City Guard Master Thief Warrior Rat Swarm City Walls Magician

Guard Archers+2, Guard Hero, Rogue, Steal, Skirmish, Ambush+1 Hero, Warrior, Guard Animals, Swarm, Regenerates, Poison+1 Site, Guard Hero, Spellcaster

HEATH UNITS 15 5 5

Bandits Werewolves Halfling

BRM: +3, Ambush+1, Steal, Rogue, Archer+1, Chaos BRM: +7, Animal, Swift, Monster, Regenerate BRM: +3, Hero, Rogue, Steal, Skirmish, Archer+1

195

5 20

Bard Peasant Rabble

BRM: +2, Hero, Rogue, General BRM: +2

WORKSHOP UNITS 5 5 15 5 5 10

Juggernaught Crystal Ship Clay Golem Colossus Myrmidon Giant Catapult

BRM: BRM: BRM: BRM: BRM: BRM:

+14, Construct, Wood +4, Construct, Ship, Flying, Very Swift, Transport=2 +4, Construct, Earth, Regenerate, Martyr, Guard +10, Construct, Giant +6, Hero, Warrior, Construct, Guard +0, Archer+6, Negates bonus from Site

REEF UNITS 10 5 5 10

Merfolk Hippocampus Brain Coral Crabmen

BRM: BRM: BRM: BRM:

+3, +2, +5, +5,

Sea, Suprise+2, Scout, Demihumans Sea, Animal, Carry=1, Swift, Monster Site, Spellcaster Sea, Guard

ABYSS UNITS 5 5 5 5

Sea Serpent Kraken Giant Sea Turtle Titan

BRM: BRM: BRM: BRM:

+6, Sea, Dragon, Swift +9, Sea, Monster +8, Sea, Animal, Transport=3, Monster +10, Swimmer, Giant, Spellcaster

COASTAL UNITS 10 5 10 5 10 10

Pirate Fleet War Galley Longboats War Barge Trireme Dromond

ARCHMAGI

BRM: BRM: BRM: BRM: BRM: BRM:

+3, +3, +4, +2, +2, +1,

Ships, Ships, Ships, Ships, Ships, Ships,

Transport=1 Transport=1, Slay Ships+4, Archer+2 Transport=1, Swift Transport=3 Transport=2 Transport=1, Archer+4

NOTES

1 Wizard BRM: +6, Hero, ArchMagus, Law Knowledge- Draw 4 Spells/Turn, Spell Reserve=9 1 Enchantress BRM: +5, Hero, ArchMagus, Fey, Female Charm- Control Male Human Warrior met in Battle, 1/battle Call Fey- Recruit Fey Units into same Hex in Recruit Phase Vanish- Once per turn 1 Necromancer BRM: +6, Hero, ArchMagus, Undead, Evil Control Undead- Control Undead Unit met in Battle, 1/battle. Animate Dead- Recruit Undead Units into same Hex in Recruit Phase 1 Sorcerer BRM: +6, Hero, ArchMagus, Chaos Transformation- Discard Unit from Reserve to Draw another in Recruit Phase 1 Warlock BRM: +6, Hero, ArchMagus, Flying, Very Swift 1 Priestess BRM: +6, Hero, ArchMagus, Slay Undead+4, Good, Female, Priest Ressurrection- Regenerate a creature once per turn 1 Artificer BRM: +6, Hero, ArchMagus Forge- In Recruit Phase discard one Unit for one Artifact Construction- Recruit Construct Units into same Hex in Recruit Phase 1 Druid BRM: +6, Hero, ArchMagus, Priest Call Animals- Recruit Animal Units into same Hex in Recruit Phase Control Animals- Control Animal Unit met in Battle 1 Mentalist BRM: +6, Hero, ArchMagus, General Command- Unit Reserve=8 Mind Control- Discard all spells to control any living unit met in battle

196

1 Illusionist BRM: +6, Hero, ArchMagus Illusionary Forces- Add Unit from reserve to any stack, Discard at end of battle 1 Seer BRM: +6, Hero, ArchMagus, Scout Visions- Look at any one stack or recruit pile in Scout Phase Fortune- Draw an extra spell or unit and discard a spell or unit in Spell Recruit Phase

NOTES ON ARCHMAGI Archmagi are immune to Control & Paralyzation spells & effects

ARTIFACTS

NOTES

Vorpal Blade Warrior: +4BRM, Slay Monsters+2 Eldritch Sword Warrior: +2BRM, Spellcaster Rune Blade Warrior: +5BRM Dragon Lance Cavalry or Mounted Warrior: +3BRM, Slay Dragons+6 Thunder Hammer Warrior: +4BRM(+6 if used by a Dwarf), Slay Giants+3 Orc Bane Warrior: +2BRM, Slay Humanoids+5 Gauntlets of Might Hero: +4BRM Mithril Armor Warrior: +4BRM, Demihumans in Stack: +1BRM Chaos Armor Warrior: +3BRM, Chaos units in Stack: +1BRM Figurines of Wonder Hero: Scout Spell Shield Warrior: +2BRM, Immune to enemy spell on roll of 1-2 on D6 Treasure Discard to draw 3 cards from the unit recruit pile Flaming Sword Warrior: +2BRM, Slay cold/swarm/plant+3 Frost Brand Warrior: +2BRM, Slay Fire+5 Missle Shield Warrior: +2BRM, Negate Archer bonuses Displacement Cloak Hero Rogue: +6BRM Bearskin Hero Scout: +2BRM, Priest Amulet of Spellturning Hero: Immune to enemy spell on roll of 1-3 on D6 Boots of Speed Hero: +2BRM & Swift Coral Helm Hero: Swimmer & +2BRM Crown of Command Hero: Unit Reserve+1 Arrows of Slaying Archer unit+7, One use Entwood Bow Hero Warrior/Archer/Rogue: Archer+4 Ring of Invisibility Hero: Suprise+5 & Vanish(Once per turn) Flying Carpet Hero: Flying, Very Swift, Carry=2, +2BRM Ring of Regeneration Hero: Regenerate Staff of Power Hero Mage: Archer+5 Potion of Giant Strength Hero: +7BRM this battle, One Use Potions of War Humanoid units in Stack: +4BRM this battle, One Use Ebon Skull Hero: Undead units in stack: +1BRM Dragon Harness Dragon: Carry=1 Obsidian Club Giant: +4BRM Horn of Blasting Hero: +4BRM, Slay Site+2 Bag of Holding Hero: +2BRM Orb of Farseeing Hero Mage: Scout any hex Holy Mace Warrior or Priest: +2BRM, Slay Evil+3, Slay Undead+3 (yes, it DOES stack) Blessed Ankh Hero: +2BRM, Slay Evil+2 Holy Water Hero: Slay Undead+5, Slay Demon+5, One use Potion of Healing Hero: Regenerate, One use Pixie Dust Hero: Suprise+5 or Vanish, One use Grimore of Forbidden Lore Hero Mage: Draw +1 Spell/Turn Amulet of Planeswalking Hero: Move = 4, Move through enemy banners Tome of Knowledge Hero Mage: Spell Reserve+1 Mirror of Life Trapping Hero Mage: +6BRM vs Living units Wand of Illusions Hero Mage: Add Monster from reserve to stack, Discard at end of battle Staff of Healing Hero Mage: Target Unit gets Regenerate. Use once per battle Ancient Scrolls Contain 3 spells. Discard spells when cast by mage holding the scrolls. The spells do not count against the players spell reserve

197

Banner of Valor Old Mariners Sextant Sandmans Pouch Brooch of Fire Resistance this Hero Luck Talisman

Hero: Ship: Hero: Hero:

All Living units in Stack: +1BRM Move +1 Target unit Paralyzed for one Battle Roll, One use Units with the Fire descriptor are BRM: +0 against

Hero: Sacrifice to cause any one dieroll to be rerolled

NOTES ON ARTIFACTS Heros can only use one artifact per battle. Heros in the same hex may exchange artifacts in Scout or Move Phase. Artifacts belonging to killed heros are lost on a roll of 1-3 on D6 as soon as the hero is killed. If not lost a friendly human, hero, demihero, or humanoid unit may take posession of it. If no friendly units are left, an enemy unit of these types may claim it. If none of these types remain the Artifacts are lost

ARCHMAGI SPELL LIST SPELLS

TIMING TARGET: EFFECT

Disenchant Battle Destroy Target Artifact Antimagic Battle No more spells may be cast this battle Counterspell Any Target spell just cast has no effect; Play before any rolls are made Fireball Battle Attack: +6BRM, Slay Cold&Wood+5 Lightning Bolt Battle Attack: +7BRM Hurricane Scout Adjacent stack in water Hex, each unit attacked by: BRM:+3 Tidal Wave Scout Adjacent stack in water Hex, each nonflying unit attacked by: BRM:+5 Plague Scout Adjacent stack each living unit attacked by: BRM:+3 Pestilence Scout Adjacent stack each living unit attacked by: BRM:+2 Fire Elemental Battle Create Unit: BRM: +6, Fire, Elemental Air Elemental Battle Create Unit: BRM: +5, Air, Flying, Elemental Earth Elemental Battle Create Unit: BRM: +6, Earth, Elemental Water Elemental Battle Create Unit: BRM: +5, Water, Swim, Elemental Ice Elemental Battle Create Unit: BRM: +6, Cold, Elemental Confusion Battle Opponent must pick a random combatant from stack during battle Charm Battle Use random unit from opponents stack as combatant this turn Invisible Stalker Battle Create Unit: BRM: +0, Suprise+6, Slay Heros+3, Lasts 1D6 Rounds Chasm Scout Prevents all movement between casters hex & one adjacent hex Earthquake Scout Adjacent stack on Land hex, each nonflying unit attacked by: Quake+3 Inferno Battle Land Hex; All units in this battle attacked by: BRM:+7 Winds Battle No modifiers for archers this battle Lightning Strike Scout Random unit in adjacent stack attacked by:

BRM:+6 Steal Scout Gain control of artifact Flaming Chariot Scout Hero: Flying, Very swift, Carry=1, +4BRM Call Dragon Recruit Deploy Dragon from your reserve into casters hex

198

Call Hero Recruit Deploy Hero from your reserve into casters hex Call Animals Recruit Deploy Animal from your reserve into casters hex Smite Battle Warrior: +6BRM Blessings Battle All your units get +2BRM this battle Control Animals Battle Control Animal Unit permanently Control Dragon Battle Control Dragon Unit permanently Control Undead Battle Control Undead Unit permanently Animate Dead Recruit Deploy Undead from your reserve into casters hex Transmutation Recruit Discard target unit & replace with unit from your reserve Polymorph Scout Unit in hex replaced with unit from your reserve for one round Discard replacement form at end of turn Bannish Battle Enemy Unit goes back to controlers reserve Darkness Battle End battle immediately Teleport Move Move target unit to any empty hex as its move for this turn Dimmension Door Battle Self & any number of Heros Vanish Scry Scout Look at any 3 Adjacent stacks Read Minds Scout Look at all opponents spell reserves Foretell Scout Look at all opponents unit reserves Ressurection Battle At End of Battle deploy unit killed in this battle in casters hex Reincarnation Battle At End of Battle deploy unit from reserve to replace unit killed in this battle. Deploy unit in casters hex Vortex Scout All players discard 1D6 spells Cyclone Scout Adjacent stack each flying unit attacked by:

BRM:+8 Forge Recruit Draw an artifact Whirlpool Scout Adjacent stack on Water hex, each nonflying, nontransported unit attacked by: Whirlpool+5 Cold Blast Battle Attack: BRM+4, Slay Fire+7 Illusion Battle Add Monster from reserve to stack, Discard at end of battle Blizzard Scout Adjacent hex, each nonflying unit attacked by: +2BRM, Slay Fire+3 Forget Battle Target Mage or Spellcaster unit cannot cast spells this battle Curse Battle All attacks against Target unit are at +4BRM for the rest of game Blight Scout Cast on Empty hex. No unit may enter this hex for 1D6 rounds Meteor Shower Scout Adjacent stack each unit attacked by: BRM:+7 Growth Battle Unit: +5BRM for one round Healing Magic Battle All units get regeneration this battle Probability shift Any Cause target dieroll to be rerolled Water Torrent Battle Attack: +2BRM, Slay Fire+4 Flood Scout Adjacent Stack in Land Hex. Nonflyers & Nonswimmers cannot move into or out of hex for one round Fog Scout No battle may take place in target hex for one round Water walk Scout Unit: Swimming until unit enters a Land Hex Breathe Water Scout Self: All units in stack get Swimming until Caster enters a Land Hex Haste Scout Self: All units in stack get Swift & +1BRM this turn Poisonous Mists Scout Adjacent hex, each living unit attacked by: +4BRM Neutralize Poison Any Cancels target poison attack or bonus Cloud Walk Scout Self: All units in stack get Swift & Flying this turn Mirror Image Battle Create Unit: Identical to opposing combatant.

199

Destroyed if original destroyed. Both destroyed on tie battle roll. Does not come with Artifacts Familiar Recruit Permanent unit attached to mage caster. Destroyed if caster Destroyed. Scout, Swift, Choose Animal or Demon; Choose Fly, swim, or poison+1 Detection Battle Negate opponents suprise & ambush bonuses this battle Shield Battle Unit: +4BRM for rest of battle Spell Turn Any Choose new target for spell Spell Steal Any Target spell is countered. Put spell in your spell reserve Touch of Death Battle Mage: +8BRM Sleep Battle Target Paralyzed for 1 Battle Roll Holy Light Battle All attacks vs Undead or Evil units are at +4 this battle Turn Undead Battle Target Undead unit Destroyed Web Battle Target Paralyzed for 1D6 Battle Rolls Turn to Stone Battle Attack: Paralyze(6); Elemental units are immune Levitate Battle All units in stack: Flying Disintegrate Battle Attack: +7BRM Defender Battle Unit: Guard & Martyr Wall of Fire Battle Create Unit: BRM: +5; Defending side only Sanctuary Scout Caster: Stack cannot attack or be attacked for one round Fear Battle Target unit must Vanish or be destroyed Hide Battle All units in stack: Ambush+3 Heros Feast Scout All Heros in stack: +4BRM for rest of turn Farcast Any Cast next spell at any range Spell Shield Recruit Hero: Immune to all spells for one round Call Defender Battle Move unit you control from any stack to this stack Call to Arms Recruit Draw an extra unit Weakness Battle Target unit gets no bonuses from strength or bravery this battle Mind Blast Battle Attack: +5BRM Deflect Missles Battle Unit: Archer Bonuses=0 against this Unit; 1 Round Elemental Shield Battle Unit: Attack Bonuses for elemental types (Air,Earth, Fire, Water) =0 against this Unit; 1 Round

NOTES ON SPELLS All Battle Spells are cast at targets in the same hex as the caster in Battle Phase Battle spells affect the result of only one battle roll unless otherwise stated Created units remain until slain or the end of the battle. The spell chit is treated as a unit chit Attacks are treated as units that last for one battle roll. The spell chit is treated as a combatant All Scout spells are cast at targets in the same hex, or an adjacent hex to the caster in Scout Phase All Recruit Spells are cast in the same hex as the caster in Recruit Phase All Move Spells are cast at targets in the same hex as the caster in Movement Phase Paralyzed: Target combatant must be replaced by another unit, or target is destroyed Any revealed unit in a stack may be targeted by a spellcaster

200

ARCHON SKIRMISH INTRODUCTION Board & card game for 2 players. Based on the old computer game.

DISCLAIMER ‘Archon’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY Occupy the 4 corner squares of the map or destroy all enemy creatures.

THE MAP Use an 8x8 chessboard.

CREATURES Use chits or miniatures to represent creatures. Each player has 8 unique creatures.

UNITS TABLE NOTATION Move = Max range Move Cards the unit can use. Attack = Max range Attack Cards the unit can use. F = Flyer

LIGHT SIDE CREATURE TABLE Name Wizard Unicorn Archer Golem Valkyrie Djinni Phoenix Knight

Hits 2 2 1 3 2 2 3 1

Move 2 4 3 2 4F 5F 5F 3

Attack 4 3 4 3 2 2 1 1

Notes Fireball Energy Bolt Arrows Boulders Magic Spear Tornado Fire Blaze Sword

DARK SIDE CREATURE TABLE Name Sorceress Basilisk Manticore Troll Shapeshifter Dragon Banshee

Hits 2 1 2 3 2 3 2

Move 3 4 4F 3 5F 5F 2

Attack 4 4 3 3 1 2 2

Notes Lightning Bolts Evil Eye Tail Spikes Boulders Claws Flame Breath Scream

201

Goblin

1

2

1

Club

SETUP Each player places one creature on each square of his back row. Units may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Battle Phase

ORDERS PHASE Draw 2 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your creatures. creatures cannot move through other units. (Exceptions: Flyers may move through other creatures & the Teleport Spell) The move card has a number. This is the number of spaces the creature moves. The Unit tables list what type of Move cards each creature can use. Moves are diagonal or orthogonal (like a Queen in Chess). Instead of moving just one creature in any direction, you have the option of moving one or more creatures forward the indicated number of spaces using a single move card.

BATTLE PHASE Play (discard) an Attack card to have a creature attack. The attack card has a number. This is the range of the attack. Attacks are diagonal or orthogonal (like a Queen in chess). The enemy unit that is the target of the attack takes one point of damage. Creatures reduced to zero Hits are killed and are removed from the map. Creatures cannot attack through other creatures. if proposed Line of Sight passes through any portion of a square containing another piece, then LOS is denied.

SPELL CARDS The The The The

202

Light side can only use spell cards if the Wizard is still in play. Dark side can only use spell cards if the Sorceress is still in play. Exchange Spell switches the locations of any two friendly creatures. Teleport Spell can be used on any friendly creature.

The target of the Imprison Spell cannot move or attack for his next 3 turns The Heal spell causes one of your creatures to gain back one lost Hit.

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special Type = Purpose of card # = Number of that type of card in the deck

CARD LIST Card Name: Move 1 Move 2 Move 3 Move 4 Move 5 Teleport Attack 1 Attack 2 Attack 3 Attack 4 Dark Save Light Save Exchange Imprison Heal

# 6 4 4 3 3 1 6 5 5 4 3 3 1 1 1

Range 1 2 3 4 5 6 1 2 3 4 3 -

Type M M M M M M A A A A D D X X X

Notes

Spell

Dark side only Light side only Spell Spell Spell

203

ARCOLOGY

INTRODUCTION Gin Rummy type card game based on the philosophies and theories of the Famous architect Paolo Soleri.

THE DECK There are 5 types of cards: Arcology, Structure, Energy, Theory & Philosophy cards.

OBJECTIVE Be the first to build 3 Arcologies. To build an Arcology, you must play a Meld. A Meld consists of 1 Arcology card & 2 of each other type of card. Certain cards count as 2 cards (of the same type) when building certain Arcologies.

SETUP Each player is dealt a hand of 10 cards.

TURN SEQUENCE Players take turns. On your turn draw 2 cards and put them in your hand. You may draw from the deck &/or the top of the discard pile. If the deck runs out, shuffle the discard & draw from it. If you are able, you may play a meld. At the end of your turn always discard 1 card (even if you have less than 10). Max hand size is 10 cards. Discard excess cards at the end of your turn.

204

CARD LIST NOTATION T = Theory card A = Arcology card S = Structure E = Energy P = Philosophy Bonus = Counts as 2 cards for the indicated Arcology

CARD LIST Card Name: Mesa City Cosanti Macro-Cosanti Hexahedron Arcology High Density Tower Novanoah Babel 2 Arcosanti Two Suns Arcology Nudging Space Hyper Building Space Arcology Twin Towers Quartet in Ecology Major Third Generation Arcology Asteromo Urbis et Orbis Space for Peace Large Scale Landscapes Modular & Standardized 3-Dimensionality Interpenetration of Forms Terra Diaphragms Primary Elements Multistory Structure Concentric Exedrae Umbrella Parasol Stratified Focal Points One Structure System Tertiary Structural System Apsedra Focusing Convergence Organic Architecture

Type: A A A A A A A A A A A A A A A A A A S S S S S S S S S S S S S S

Bonus (Mesa City) Bonus (Third Generation)

Bonus (Hyper Building) S Bonus (Nudging Space) Bonus (Macro-Cosanti)

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Overlapping Areas Central Cathedral Inner Urban Celebratory Spaces Phased Construction Slip Form Construction Passive Solar Architectural Techniques Greenhouse Architecture Garment Architecture Solar Exposure Conservation of Land & Energy Eliminate the Automobile Proximity to Agriculture Pollution Reduction The Chimney Effect Solar & Wind Power Water Recycling Apse Effect Microclimates Green Mantle Walking Transportation High Speed Mag-Lev Transportation Elevators & Escalators Evacuation Slides Daily Flow of People Pedestrian Society Intelligent City Design Miniaturization Radical Urban System The Urban Effect Crowding Imperative Architecture-Ecology Articulated Integrated Compact Multi-Use Nature Maximize Logistical Efficiency Implosion of the Flat Megalopolis Dense, Complex Urban Environment MCD Paradigm Attention to the Human Scale Functional Juxtaposition Self Contained Critical Mass of Population Whole City Design Transitional Structure Complexification Interdependence Embracing & Sheltering Masculine/Feminine Symbolism Profligate to Frugal Divertimento Ontological Dynamics of Life School of Thought Cosmic Relevance Asthetogenesis Interiorization of Matter Desirability Domain Omega Seed Eschatological Hypothesis Transcendence of Residual Anguish Stewardship Environment in Harmony with Man Space Organizing Itself Self Aware Reality Hypothetical City

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S S S S S E E E E E E E E E E E E E E E E E E E T T T T T T T T T T T T T T T T T T T P P P P P P P P P P P P P P P P P P

Bonus (Twin Towers)

E Bonus (Nudging Space) Bonus (2 Suns Arcology)

Bonus (Cosanti)

Bonus (Hyper Building) Bonus (Twin Towers) T Bonus (Space Arcology) Bonus (Hexahedron)

Bonus (Asteromo) Bonus (Space for Peace)

Bonus (Twin Towers)

P P

Bonus (Mesa City)

LINKS Arcosanti

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ARMY MAN BACK GAMMON INTRODUCTION 2 player backgammon variant.

BOARD & PIECES Use a normal backgammon board. 2 six-sided dice are needed. Each player needs a set of 15 Army men: A Green set & a Tan set.

SET UP Place 3 of your men in each of your back 5 rows (spaces). Roll high on 1D6 to see who goes first.

VICTORY Be the first to move any one of your men (soldiers, units, figures) off your opponents back row. The roll to move off the back of the board does not have to be exact. For example: One of your men is 4 rows away: You win on a roll of 4, 5, or 6. Your remaining men may be anywhere else on the board.

ARMY MEN Each of your men has 2 traits: Weapon & Stance.

WEAPON TABLE Weapon: Attack Range Bazooka, Mortar, Radio 6 Machine Gun 5 Rifle 4

SMG

3

Grenade, Flamethrower Pistol

2 1

STANCE TABLE Stance: Prone Kneeling Standing Running

Maximum Move 1-3 1-4 1-5 1-6

Saving Throw 1-4 1-3 1-2 1

CASUALTIES If a man is killed (hit, captured, destroyed) he is removed from the board and

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is out of the game.

SERGEANT RULE Designate one of your men as the Sergeant. If the Sergeant is killed you must either Dig-in or Charge every turn.

TURN SEQUENCE Players take turns Each turn has 4 phases: 1. Tactics Phase 2. Maneuver Phase 3. Attack Phase 4. Stance Phase

TACTICS PHASE Roll 2 dice. You must use your dice rolls during the turn if it is at all possible.

MANEUVER PHASE Use one of your dice rolls to move one of your men that many spaces forward. A man is limited to how far he can move by his Stance. For example, a prone soldier could only move using a die roll of 1, 2, or 3. A running soldier could use any die roll. There is a 5 man limit to how many of your men may be in any one row. If your man lands on a row containing one enemy, the enemy man is captured. If your man lands on a row containing two or more enemy men, your man is captured.

ATTACK PHASE Use one of your dice rolls to attack and kill an enemy man. Consult the Weapon table. The attack must be made by a man with a weapon that matches the die roll. For example, if you rolled a 4, the attack must be by a rifleman. The target enemy must be exactly a number of rows away equal to the die roll. For example, a rifleman can only attack an enemy exactly 4 spaces away. Only one enemy unit (attackers choice) is killed by the attack. The target unit may make a Saving Throw: The attacked man rolls 1 die. Consult the Stance Table: If the roll is in the Saving Throw range the unit is not killed. For example, a standing soldier would save on a roll of 1 or 2.

STANCE PHASE You may replace a soldier with another figure that has the same weapon but a different stance. For example, you may replace a kneeling rifleman with a running rifleman.

FIRE & MOVEMENT RULE You may switch the order of the Movement & Attack phases in your turn.

CHARGE ORDERS RULE 209

You may move two men instead of attacking.

DIG IN ORDERS RULE You may attack with two men instead of moving.

INFILTRATION ORDERS RULE A single running soldier may move twice using the Charge Orders Rule.

MINE DETECTOR OPTIONAL RULES Place 3 hidden minefields in 2 spaces on your side of the board. Enemy units that land on these spaces must save or be destroyed. Soldiers with mine detectors that enter these spaces automatically destroy the minefield.

VARIANTS More or less men. More dice. Units with multiple weapons.

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ARMY OF DARKNESS SKIRMISH

INTRODUCTION Board & card game for 2 players. Based on the Movie.

DISCLAIMER ‘Army of Darkness’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY Destroy all enemy creatures.

THE MAP Use an 8x8 chessboard.

CREATURES Use chits or miniatures to represent creatures. Each player has 18 creatures.

UNITS TABLE NOTATION Move = Max range Move Cards the unit can use. Attack = Max range Attack Cards the unit can use. F = Flyer

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GOOD GUYS CREATURE TABLE Name # Ash 1 Knights 2 Scout 1 Arthur 1 Henry the Red 1 Wiseman 1 Blacksmith 1 Gold Tooth 1 Medieval Foot Soldiers 2 Tower Guard 1 Archers 2 Crossbowmen 2 Deathcoaster 1 Catapult 1

Hits 4 2 1 2 2 1 2 2 1 1 1 1 3 2

Notes Sword, Chainsaw, Shotgun, Metal Hand, Leader Sword, Horse, Armor Sword, Horse Sword, Armor, Leader Sword, Horse, Armor, Leader Magic Sword Sword, Armor Sword, Armor Sword, Armor Archer Archer, Armor Car

BAD GUYS CREATURE TABLE Name Evil Ash Undead Knights Deadite Warriors Skeletal Archers Winged Deadite Vampire Shelia

# 1 2 8 4 2 1

Hits 4 2 2 1 1 2

Notes Sword, Sword, Sword, Archer Claws, Claws,

Magic, Claws, Leader Horse Armor, Claws Fly Fly

SETUP Each player places one creature on each square of his back 3 rows. Units may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Battle Phase

ORDERS PHASE Draw 2 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your creatures. creatures cannot move through other units. (Exceptions: Flyers may move through other creatures and

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Every unit the Deathcoaster moves through is destroyed. The move card has a number. This is the number of spaces the creature moves. Moves are diagonal or orthogonal. Units on Foot can move a maximum of 2 spaces. The Deathcoaster and Units on Horse can move a max of 4 spaces. Flyers can move a max of 6 spaces. Flyers and Scouts can move twice per turn.

BATTLE PHASE Play (discard) an Attack card to have a creature attack. The attack card has a number. This is the range of the attack. Attacks are diagonal or orthogonal. The enemy unit that is the target of the attack takes one point of damage. Creatures reduced to zero Hits are killed and are removed from the map. Creatures cannot attack through other creatures (except for Catapult & Archers). To have the Catapult attack, discard a move card of 3 or higher (Number = Range).

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special Type = Purpose of card # = Number of that type of card in the deck

CARD LIST Card Name: Walk Run Trot Gallop Fly Fly Fast Necronomicon Clatto Verata Nicto Kung Fu Throw Rocks Fire Arrows Heroic Move Hack & Slash Arrows Arrows Regenerate Pass Through Shield Chain Mail Throw Spear Chainsaw Shotgun Claws & Bite Cause Fear Parry Rally Troops Platemail Mechanical Hand Push off Wall Heroic Defense

# 8 6 4 3 2 1 1 1 1 1 1 4 6 3 3 1 1 2 2 2 2 2 6 2 2 2 2 1 2 2

Range 1 2 3 4 5 6 2 2 1 1 3 3 1 3 4 2 1 3 1 1 1 -

Type M M M M M M A A A A A M A A A D D D D A A A A D D X D A A D

Notes

Magic only Magic only Good Guys only Good Guys only Good Archers only Ash & Evil Ash only Sword only Archers only Archers only Bad Guys only Bad Guys only Armor Only Armor Only Sword only Ash only Ash only Claws only Bad Guys only Draw 3 cards Leader only Ash only Ash & Evil Ash only

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Charge

1

1

A

LINKS Army of Darkness

ARMY OF DARKNESS FORUM Click Here

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Horse only

ARMY QUEST PREFACE This comes after playing with my 4 year old son. I have a torn up copy of Hero Quest. We got his army men mixed in and voila!

INTRODUCTION Plastic Army men vs plastic Fantasy Figs. Tactical combat rule system.

FIG STATS Name Army man with Pistol Army man with Rifle Army man with Sub-MG Army man with Grenade Army man with Flame thrower Army man with Bazooka Army man with MG Army man Sniper Army man hand-to-hand Goblin with Hand Weapon Goblin with Bow Orc with Hand Weapon Skeleton with Scythe Zombies with Cleavers Mummy Chaos Warrior Fimir with Hand Weapon Gargoyle Chaos Warlock Attack = chance to hit on 1D6. Range = range of weapon

Hits 1 1 1 1 1 1 1 1 1 1 1 1 2 3 2 3 4 2

Move 3 3 3 3 2 2 2 3 3 1 3 3 3 2 2 3 3 6 3

Range 8 20 12 6 6 24 24 32 1 3 8 1 1 1 1 1 1 1 1

Attack 1-2 1-3 1-2 1-3 1-5 1-3 1-2 1-4 1-2 1 1-2 1-3 1-2 1-2 1-3 1-4 1-4 1-5 1-3

Notes 2 attacks/turn 3x3 square 5 uses Does 1D6 damage 3 attacks/turn 1-2

Regenerate 1 hit/turn Regenerate 1 hit/turn Flying Spells

TURN SEQUENCE Players take turns. Fantasy creatures go first. Each turn has 3 phases: Move Phase Attack Phase Rally Phase

MOVE Move units up to their movement allowance.

ATTACK Roll on 1D6 to see if an attack hits. If an attack hits it does one point of damage.

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RALLY PHASE Army men only. On a roll of 4-6 on 1D6 the man will stop fleeing. Add 1 to the roll if a sergeant is within 12 spaces.

VICTORY Annihilate the opposing side.

NOTES MG and Bazooka cannot move and attack in the same turn. The Bazooka has 6 rockets and requires a turn to load in between shots. Regenerators cannot regenerate damage from the Flame thrower. Army men will Flee on a roll of 1-4 on 1D6 if they start the turn next to an opponent. Army men will Flee on a roll of 1-3 on 1D6 if they start within 7 spaces of a mummy. Each Army man will start with 2 grenades.

WARLOCK SPELLS The warlock starts with 2D6 spells. 1D6 Spell 1 Fireball: Like Grenade but range = 18. 2 Earthbind: Range = 10. 4x4 area. 1D6 Targets cannot move or attack for 1D6 turns. 3 Magic Missiles: Range = 10. 1D6 attacks. Hit on 1-4 on 1D6. 4 Magic Shield: Negate one attack made against a target within 16 spaces. 5 Fear: Affects all army men within 10 spaces. Targets flee on a roll of 1-4 on 1D6. 6 Control: Range = 16. Gain control of target man for 1D6 turns.

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AROUND THE WORLD IN EIGHTY DAYS

INTRODUCTION Card game based on the novel of the same name by Jules Verne. For 2 or more players.

THE DECK Players share a common deck.

TIME & DISTANCE 1 Turn = 8 days 1 Travel Card = 1 Unit of Distance

VICTORY Be the first player to travel 40 Units of Distance. Major Victory: Finish your trip in 10 turns.

TURN SEQUENCE Each Turn is divided into 5 phases:

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Planning Phase Logistics Phase Travel Phase Adventure Phase Destination Phase

PLANNING PHASE Each player fills their hand to 9 cards.

LOGISTICS PHASE Each player may discard up to 5 cards & draw replacements.

TRAVEL PHASE Players make ‘Trips’. A ‘Trip’ is a combination of cards that must include: 1 Unique Travel card plus… Any number of Basic Travel cards of the same type as the Unique Travel card. For example: You play the “Orient Express”. It is a Unique Travel card of the ‘Train’ type. You then play 3 basic ‘Train’ cards. You may make 1 or more trips during this phase

ADVENTURE PHASE You may play Adventure cards in this Phase. An Adventure card will cause a target basic Travel type card in a ‘Trip’ to be discarded. A single player may only be targeted by one Adventure card per turn.

DESTINATION PHASE Add up the number of cards you have in your ‘Trip’. This is the number of Units of Distance you’ve traveled this turn.

CARD LIST NOTATION # = Number of this card in the deck T = Basic Train Travel card TU = Unique Train Travel card W = Basic Water Travel card WU = Unique Water Travel card R = Basic Road Travel card RU = Unique Road Travel card S = Basic Sky Travel card SU = Unique Sky Travel card A = Adventure card

COMMON DECK CARD LIST Card Name: Orient Express Trans-Siberian Railway Union Pacific Berlin-Constantinople Line

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Type TU TU TU TU

# 1 1 1 1

Great Indian Peninsula Railway TU Rails T Luxury Liner WU Tramp Steamer WU Private Yacht WU Schooner WU Chinese Junk WU Seas W Model T Roadster RU Safari Elephants RU Caravan Camels RU Sled Dogs RU Pony Express RU Roads R Biplane SU Hot Air Balloon SU Zeppelin SU Sea Plane SU Dirigible SU Sky S Bad Weather A Monsoons & Typhoons A High Seas Pirates A Political Unrest A Hostile Natives A Local Authorities A Workers Strike A Mechanical Breakdown A Injury & Sickness A Vehicular Accident A

1 10 1 1 1 1 1 10 1 1 1 1 1 10 1 1 1 1 1 10 1 1 1 1 1 1 1 1 1 1

LINKS English Translation

NOTES Planned Route of Phineas Fogg: From London to Suez via Mont Cenis and Brindisi, by rail and steamboats From Suez to Bombay, by steamer From Bombay to Calcutta, by rail From Calcutta to Hong Kong, by steamer From Hong Kong to Yokohama (Japan), by steamer From Yokohama to San Francisco, by steamer From San Francisco to New York, by rail From New York to London, by steamer and rail Total days:

Days 7 13 3 22 7 9 80

13 6

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ARTIFACT: CORE RULES INTRODUCTION Each player controls a party of adventuring archeologists and treasure hunters trying to be the first to get some, relic, artifact, or treasure and bring it back.

EVOLUTION OF THE GAME The game rules have outgrown the original Victorian theme. There are now modules belonging to other historical periods. Instead of a party of victorian adventurers, the pawn may represent such diverse things as Infantry squads, Pirate ships & Bomber groups.

DICE & PIECES Six and ten sided dice are needed. Each player has a pawn to represent their adventuring party on the board. Use a small trinket to represent the ‘Artifact’. There is only one Artifact.

THE BOARD The board is a single winding path of connected spaces with a start space and an end space. The path should be 30 spaces long. The First space represents the safety of European Victorian Civilization. Spaces 2-15 represents travel through the first scenario module. Spaces 16-29 represents travel through the second scenario module. The End space is the final destination where the Artifact is found.

THE DECKS There are 2 decks for each scenario: The Module 1 Deck and the Module 2 Deck Each deck has one of each card in its card list. The Scenario Module Card lists are posted on other pages on this website.

THE PARTY Each party consists of 6 members: 1 Leader, 3 companions, and 2 lesser companions. Companions may actually represent a group of individuals. The Leader has 5 skills. Companions have 3 skills each. Lesser companions have 1 skill. Skill List Table 1D10 Skill: Notes: 1 Combat +1 Unarmed, Guns, Blades, Tactics 2 Strength +1 Muscle, Will, Courage 3 Agility +1 Reflexes, Swiftness 4 Sailing +1 Swimming, Diving, Boating, Navigation, Boat Building 5 Survival +1 Hunting, Hiking, Outdoor skills, Mountaineering, Guide 6 Mechanics +1 Repairs, Construction, Physics, Engineering 7 Linguistics +1 Languages, Archeology, History, Cartography 8 Personality +1 Leadership, Charisma, Wit, Charm, Diplomacy 9 Science +1 Naturalist, Medicine, Geology, Chemistry, Psychology 10 Pick any one skill Party members roll ten sided dice to determine skills. Record party member information on a notepad. Note: in some modules the concept of the 'party' and skills are heavily modified.

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PREMADE PARTY MEMBER CARDS Download Sample Cards here, by Markus Salo ([email protected]) Check these out, they're really cool! OPTIONAL BIDDING RULES (By Markus Salo) Every player creates the leader (player) as stated in the rules. Create 30 companion and servant cards with randomly premade skills. The players can look all the cards and draft the companions and servants. Every player has 30 bidding points they can use. The highest bidder gets the card. This way building of the group becames more exiting and less random.

TURN SEQUENCE Players take turns. Each turn consists of 3 phases: 1. Move Phase 2. Draw Phase 3. Challenge Phase

MOVE PHASE Roll 1D6. Move that number of spaces towards the end space. You automatically stop when you enter the end space. If you are the first to land on the end space your party acquires the Artifact. Once a party has the Artifact then all other players may move their parties in either direction on the path. The party with the Artifact must move towards the start space. The first party with the Artifact to reach the start space wins the game.

DRAW PHASE If you land on an empty space in spaces 2-15 draw a card from the Module 1 deck. If you land on an empty space in spaces 16-29 draw a card from the Module 2 deck. If you land on an opponents party do not draw a card. If a deck ever runs out, shuffle its discard and draw from it. Cards are of 2 types: Challenge cards & Aid cards. Place Aid cards in your hand. Challenge cards are encounters your party faces immediately in Challenge Phase.

CHALLENGE PHASE Each challenge card lists one or more skills. Roll 1D6 and add the number of those skill levels present in your party. If the skill listed is X2 then add twice the number of that skill level in your party. Discard Aid cards to gain skill levels in the skill indicated on the card. This is the Skill roll. Next roll 2D6. This is the Challenge roll. If the challenge roll is less than or equal to the skill roll you win the challenge. If the challenge roll is greater than the skill roll you fail the challenge. The adventure card may say what happens if you win or lose the challenge. If the card does not give directions, then, if you lose the challenge, one of your party members is killed or lost. One random non-leader party member is killed. The Leader is always the last to go.

DIFFICULTY MODIFIER Abbreviated DM. This is a property of individual Challenge cards. The DM is added to the Challenge roll.

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MOVING ONTO AN OPPONENTS PARTY If you land on an opponent’s party there will be a fight. The current player rolls 1D10 on the skill list table. Both players make skill rolls. In case of a tie nothing happens. The loser loses a party member. The winner takes the Artifact from the loser if the loser was in possession of the Artifact.

SAMPLE ADVENTURING PARTY Leader: Dr Ozgood, English Scientist, boxer, and adventurer Skills: Fighting, Strength, Personality, Science X 2 Companion: Mustafa, Australian Guide and smuggler Skills: Combat, Survival, Strength Lesser Companion: Lady Destine, the love interest Skills: Personality Companion: Theodore, Dr Ozgood's cousin Skills: Linguistics, Agility, Personality Companion: New Zealand Maori Warriors Skills: Sailing, Fighting, Strength Lesser Companion: Bruno, the sheepdog Skills: Agility

OPTIONAL AID DECK Before adventuring the party draws 2 cards from this deck.

AID DECK CARD LIST Card Name Dynamite Picks & Axes Tool Box Guns Swords Sextant Maps Ancient Texts Porters Guide Rope+Grappling Hook

Notes Aid: Mechanics +1 Aid: Mechanics +1 Aid: Mechanics +1 Aid: Combat +1 Aid: Combat +1 Aid: Sailing +1 Aid: Linguistics +1 Aid: Linguistics +1 Aid: Survival +1 Aid: Survival +1 Aid: Survival +1

FAQ's Example of Resolving Challenges: Lets say the party has 3 levels of agility & they face a Agility X 2 challenge. They would add (3 x 2 =) 6 to their skill roll. If the party had 2 levels of agility they would add 4 not 6. If the party had 0 levels they would add nothing. Yes, the odds are almost always against the party. They need a lot of luck to make it back. As an optional rule to make life easier for the party: Roll 1D10 instead of 1D6 for the skill roll. Zaks Artifact Variant - Instead of Killing a member in case of a Challenge failure one member is Wounded: a Wounded member looses one of his skills. A Wounded member that is wounded again is killed - At the end of an adventure one member can gain one extra skill: with this option you can create some Campaign games where surviving members will improve. This rule apply to all the teams, not only the winning one. - New Aid Card

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First Aid: remove the Wounded status from one member.

ARTIFACT SUPPORT PAGE The support page for Artifact is available here (scenarios & rules in italian, board & player sheet in english)

VARIANT RULES Developed and playtested by Barry Ellis ([email protected]) Three ways of moving, experience chips, and more strategic choices involving Aid cards and encounters:

MOVE PHASE Your party may proceed with a Regular Advance, a Cautious Advance, or a Bold Advance. The Cautious and Bold Advances will impact the result in the Challenge Phase. For a Regular Advance, roll 1D6. Move that number of spaces towards the end space. For a Cautious Advance roll 2D6 and move your pawn the number of spaces of the lower number, or one space only on doubles. For a Bold Advance, roll 2D6 and move your pawn the number of spaces of the higher number, or six spaces on doubles. If your roll causes your pawn to move past a space with an opponent’s pawn, you may instead end your turn on the same space. This will enable you to avoid a Challenge from one of the module cards, and entitle you to draw a card from the Aid deck, unless you are initiating combat (see Combat section). You must stop when you enter the End (Artifact) space. Whenever your pawn first lands on or crosses space number 10, 20, or 30, you take a chip, which represents your party acquiring experience. These will help your party survive future challenges by adding to your total Skill roll in each Challenge phase, or in combat with another party (+1 for each chip). If you are the first to land on the end space your party acquires the Artifact. Once a party has the Artifact, all other players may move their parties in either direction on the path. The party with the Artifact must always move towards the start space. The first party to reach the start space with the Artifact wins the game.

DRAW PHASE If you land on an empty space in spaces 2-15 draw a card from the Module 1 deck. If you land on an empty space in spaces 16-29 draw a card from the Module 2 deck. If you land on a space with an opponent’s party you do not draw a Module card, but may instead draw an Aid card, or, if they have the Artifact, initiate combat (see Combat section). If any deck is exhausted, shuffle the discards and make a new Draw deck.

CHALLENGE PHASE Each Challenge (Module) card lists one or more skills. Roll 1D6 and to that result add the number of those skill levels currently in your party. (This is known as the Skill roll.) If the skill required on the card is listed is X2, add twice the number of that skill level in your party. You may discard Aid cards to add to skill levels in the skill indicated on the card. Next roll 1D12.

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(This is the Challenge roll.) If the Skill roll was greater than or equal to the Challenge roll, you win the challenge. The adventure card may say what happens if you win or lose the challenge. If it does not specify what happens if you lose, one of your party members is randomly lost. (The Leader will always be the last to be lost.) If you arrived at the space via a Cautious Advance, add one to your Skill roll. In addition, you are allowed one re-roll, but if taken, the second result is the official one. If a Bold Advance was used, subtract one from your Skill roll. After the Challenge roll compare totals as usual, but if a +12 result is obtained on the Challenge roll, the party suffers an automatic failure regardless of which total was higher. If you have any Experience chips, you may add +1 to your Skill roll for each chip you have. You also have the option to use Experience chips to re-roll any Skill roll (for a Challenge or Combat). In this case, simply discard a chip for each re-roll attempt.

COMBAT If you land on the opponent’s party in possession of the Artifact, there will usually be combat. If they do not have possession of the Artifact or you do not wish to have combat, you may draw an Aid card. For combat, the current player rolls 1D10 on the Skill list table to see which skill will be used, then both players make Skill rolls, adding in any skill levels their party members may have in that area. Aid cards may be discarded to boost the appropriate skill total. The player with the Artifact will win if his total is equal to or higher than the current player. The losing side will lose a random party member. If the loser was in possession of the Artifact, it is given to the other party.

AID DECK At the start of the game each party is dealt 2 cards from this deck. In place of any move, a party may miss a turn (to look for resources) and draw an Aid card instead of a Module card. You may have no more than 5 Aid cards in hand.

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ARTIFACT: DEPTHS OF THE EARTH SCENARIO INTRODUCTION Module 1 represents the tunnels in the Earth's crust. Module 2 represents a lost underground prehistoric realm. The Artifact is a clutch of Dinosaur eggs.

MODULE 1 SPELUNKING CARD LIST Card Name: Notes: Collapsing Stone Bridge Agility & Strength or Mechanics X 2 Cave In Agility & Strength or Science & Mechanics Deadly Gasses Science & Survival Scrawled Message Linguistics X 2: If successful move forward 1D6 spaces Endless Caverns Science & Survival: If failed miss next turn Rolling Boulder Agility X 2 or Mechanics X 2 Falling Stalagmite Agility X 2 Lava Flow Science & Survival Earthquake Science & Survival Tunnel Fireball Science & Survival Underground Sea Sailing X 2: If failed miss next turn Underground River Sailing X 2: If successful move forward 1D6 spaces Volcanic Eruption Science & Survival Hot Geyser Science & Survival Volcanic Ash Science & Survival Mud Slide Survival & Strength: If failed miss next turn Primordial Ooze Science & Survival: If failed miss next turn Map of the Underworld Linguistics X 2: If successful move forward 1D6 spaces Found Recover one random lost (Killed) party member Climbing Gear Aid: Survival +1

MODULE 2 LOST WORLD CARD LIST Card Name: Lost Explorer Cro Magnon Men Lizard Men Attack Treachery Simian War Party Pterodactyls Attack Neanderthal Ambush Raptor Pursuit Sea Monster Whirlpool Waterfall Treacherous Cliffs Prehistoric Mounts Homo Erectus Tribe Mad Man River Rapids Tyrannosaurus Rex Dinosaur Stampede Giant Snake Pit Trap Tar Pits Wholly Mammoths

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Notes: Personality & Linguistics: If successful Gain one companion Personality & Linguistics: If successful Gain one servant Combat & Survival Personality & Survival Combat X 2 Agility X 2 Combat & Agility or Personality & Linguistics Agility X 2 Sailing & Fighting Sailing X 2 Sailing X 2 Survival X 2 or Mechanics X 2 Survival X 2: If successful move forward 1D6 spaces Combat & Strength or Personality & Linguistics Combat & Strength or Personality & Linguistics Sailing & Survival Agility & Combat Agility X 2 Agility & Combat Agility X 2 or Mechanics X 2 Strength X 2 Agility X 2

Giant Venus Fly Trap Giant Spider Web Net Trap Mutiny

Strength X 2 Combat X 2 Agility & Strength: If failed miss next turn Personality & Fighting

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ARTIFACT: LOST CONTINENT OF ATLANTIS SCENARIO INTRODUCTION Module 1 represents Deep Sea travel by Submarine. Module 2 represents Exploration of the Lost Continent using Diving Suits. The Artifact is the Pearl Trident of Atlantis.

MODULE 1 SUBMARINE CARD LIST Card Name: Undersea Pirates Undersea Eruption Air Leak Submersible Floods Stale Air The Bends Nitrogen Narcosis Dive too Deep Crushing Pressure Giant Squid Abyss Giant Octopus Seaweed Lost at Sea Great Storm Benthic Vortex Sperm Whales Depth Charges Dolphin Pod Sea Mines Boarded by Warship Sonar Torpedo Ancient Texts Equipment Failure Red Tide Steering Jammed

Notes: Combat X 2 Science X 2 or Agility X 2 Sailing & Mechanics Sailing X 2 or Mechanics X 2 Science & Sailing Science X 2 Personality X 2 Science & Survival Science & Mechanics Combat X 2 Sailing X 2: If Failed Miss 1 Turn Combat X 2 Agility X 2 or Science X 2: If Failed Miss 1 Turn Sailing & Survival or Science X 2: If Failed Miss 1 Turn Sailing X 2: If Failed Miss 1 Turn Sailing & Agility Combat X 2 Agility X 2 Linguistics & Personality: If successful move forward 1D6 spaces Agility X 2 Personality X 2 Aid: Agility +1 in this Module only Aid: Combat +1 in this Module only Linguistics X 2: If successful move forward 1D6 spaces Survival X 2 or Mechanics X 2 Science X 2: If Failed Miss 1 Turn Sailing X 2 or Mechanics X 2

MODULE 1 SUNKEN CITY CARD LIST Card Name: Diving Suit Torn Run out of Air Giant Clam Giant Crab Killer Whale Dolphin Guide Great White Shark Hammerhead Sharks Harpoon Sirens Song Mermaids Coral Labyrinth Merfolk Moray Eels Manta Rays

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Notes: Survival X 2 Survival X 2 Strength X 2 Combat & Strength Combat X 2 Linguistics & Personality: If successful move forward 1D6 spaces Combat X 2 Combat X 2 Aid: Combat +1 Strength X 2 Personality X 2 Survival X 2: If Failed Miss 1 Turn Combat X 2 or Personality X 2 Agility X 2 Agility X 2

Barracuda Giant Man-o-War Rune Stones Falling Pillars Lost Tools Mutiny Discovery Recovery Hydrothermal Vent

Agility & Combat Combat X 2 or Agility X 2 Linguistics X 2 Agility X 2 or Strength X 2 Survival X 2 or Mechanics X 2 Personality X 2 Linguistics X 2: If successful move forward 1D6 spaces Recover one random lost party member Science X 2

SAMPLE ADVENTURING PARTY Leader: Dr Nemus, Visionary scientist and utopian Skills: Personality, Science, Mechanical, Sailing, Linguistics Companion: Crew of the Nautaloid Skills: Combat, Survival, Strength Lesser Companion: Ensign Francesco Skills: Personality Companion: Bancroft, the first Mate Skills: Agility, Combat Companion: Phelps, English Sailor Skills: Sailing, Combat, Strength Lesser Companion: Morris, Chief Engineer Skills: Mechanics

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ARTIFACT: MUMMYS TOMB SCENARIO INTRODUCTION Module 1 represents Travel down the Nile River Valley. Module 2 represents Exploration of the Mummys Tomb. The Artifact is the Golden Treasure of the Pharaoh.

MODULE 1 DESERT CARD LIST Card Name: Shifting Sands Quicksand Stubborn Camel Sandstorm Nile Flood Bedouin Guide Oasis Lost in the Desert Border Guards Passport Check Baksheesh Assassins Caravan Historical Text Scorpion Bandits Dervishes Nomads Locust Swarm Poisoned Dates Nile Paddleboat Found

Notes: Survival X 2 or Science X 2 Survival & Strength Personality & Strength Survival X 2 Sailing X 2 Aid: Survival +1 Survival X 2: If successful move forward 1D6 spaces Survival X 2 Personality X 2: If lost miss one turn Personality X 2: If lost miss one turn Personality X 2: If lost miss one turn Combat X 2 Personality X 2: If successful move forward 1D6 spaces Linguistics X 2: If successful move forward 1D6 spaces Agility X 2 Combat X 2 Combat X 2 Combat X 2 or Personality X 2 Survival X 2 Personality X 2 or Science X 2 Sailing X 2: If successful move forward 1D6 spaces Recover one random lost party member

MODULE 2 PYRAMID CARD LIST Card Name: Hieroglyph Riddle Run out of Air Ceiling Collapse Cat Guardians Serpent People Spike Trap Water Trap False Passage Sliding Walls Scarab Beetles Poison Asp Secret Passage Mummified Servants Mummified Guards Mummified Royal Guards Mummified Priest Mummified Queen Mummified Pharaoh Mummies Curse Stone Block Trap Poison Dart Trap Break Through a Wall Buried Alive

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Notes: Linguistics X 2 Science X 2 or Mechanics X 2 Strength X 2 or Mechanics X 2 Combat & Agility Combat X 2 Agility X 2 Science X 2 or Mechanics X 2 Science X 2 or Mechanics X 2: If lost miss one turn Strength X 2 or Mechanics X 2: If lost miss one turn Agility X 2 Agility & Survival Science & Linguistics: If successful move forward 1D6 spaces Combat X 3 Combat X 2 Combat X 1 Combat & Science Combat X 2 Combat or Linguistics Linguistics X 2 Agility X 2 or Mechanics X 2 Agility X 2 Strength & Mechanics: If successful move forward 1D6 spaces Strength X 2

Keystone Grave Robber Sealed Chamber Torches go out Traitorous Guide Holy Water Claustrophobia Wall Carvings

Science & Strength Combat X 2 Science X 2 Science & Survival: If lost miss one turn Combat X 2 Aid: Combat +2 vs Mummies Personality X 2 Linguistics X 2: If successful move forward 1D6 spaces

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THE SHADOW OF A DARK GOD SCENARIO by Zak

INTRODUCTION Scenario for Artifact. The players will discover that the death of a friend is linked to a mysterious cult worshipping an immensely ancient deity. First module is the investigation on the death of a friend Second module is the search on the cult temple.

MODULE 1: INVESTIGATION ON A CLOSE DEATH Card Name: Notes: Cultist ambush Combat X2 Police interrogation Personality X2 or Personality & Linguistics Library search Ling.and Science: If successful move forward 1D6 spaces Antique dealer shop Linguistics & Personality: If failed miss next turn A strange death investigation Personality and Science An eye witness Personality X2: If failed miss next turn Red herring Science and Linguistics: If failed miss next turn Car chase! Combat and Agility Strange object in the Museum Science X2 Newspaper article Linguistics X2: If successful move forward 2 spaces Chemical analysis of a find Science X2: If failed miss next turn Translation error Ling. and Science: If failed move backward 2 spaces Locked front door Mechanics X2: If failed miss next turn Group of Thugs Combat X2 Professor Armitage Prsnlty and Science: If successful move forward 1D6 spaces Fire in your apartment! Agility and Strength X2 On the suspect's house Mechanics and Agility Hidden safe Mechanics X2 or Agility Ancient occult text Aid: Linguistics +1 One muder evidence Aid: Personality +1 Ancient tome Linguistics and Science: if successful gain... Powder of Ibn Gazi = Aid: Combat +2 against monsters. Arcane manuscript Linguistics X2: if successful gain... Dispell = Aid: Combat +1 against monsters.

MODULE2: THE DARK GOD TEMPLE Card Name: Cultist Minor Entity (monster) Horrible Old One (monster) Dark Young One (monster) Pit trap Sliding hidden door Hidden grave A diary Tunnel into the earth Dead end Oxygen-eating device Horrible picture Terrifying statue Rat pack Hunting Horror (monster)

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Notes: Combat X2 Combat x2 Combat Combat Mechanics X2 or Agility X2 Mechanics and Strength: If failed miss next turn Science and Agility Ling. & Science: If successful move forward 1D6 spaces Survival X2 Survival and Science: If failed move backward 2 spaces Survival and Agility Personality and Strength Personality and Strength Combat and Agility Combat

Disturbing sound Undead cultist Ancient inscription First aid kit Pistol The Elder Sign

Personality and Strength Combat X2 Linguistics X2: If successful move forward 1D6 spaces Aid: Survival +1 (or remove all Wounds from a character) Aid: Combat +1 Aid: Combat +2 against monsters.

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ASIMOV'S FOUNDATION AND EMPIRE WAR GAME By C Gerard Luft (4 PLAYER AND 1 PLAYER RULES) FOUNDATION AND EMPIRE BASED OFF OF THE FOUNDATION GAME (1973) A WAR GAME SET IN THE 123RD CENTURY OF THE GALACTIC EMPIRE (3RD CENTURY OF THE FOUNDATION ERA)

SET UP This is a four player war game (solo game version is given below) set during Asimov's Foundation and Empire Novel. Each player controls a quadrant of the Milky Way Galaxy: (Listed from Terminus, going Spinward) THE FOUNDATION, THE IMPERIUM, THE UNION OF WORLDS (THE MULE) and TAZENDA. You will need an 8x6 game board with 24 major systems located equally the four quadrants. You can print or copy and paste the provided game board (which is overlaid over an image of the Milky Way Galaxy) at: Download You will also need 12 counters representing the three fleets of each quadrant. Each player must place the one of each of his three fleets on a major system in his quadrant. Each of these systems is then occupied.

THE TURN 1. ISSUE ORDERS: Movement and orders are simultaneous. So each player will need to write his orders at the beginning of the turn and then reveal them together with the other players. 2. MOVEMENT: Fleets only move 1 sector a turn. You must choose which fleets move and which fleets support. Due to Hyperspace, Fleets Supporting moving fleets need not be adjacent to those moving fleets (as opposed to the rule regarding fleets in the process of occupying a major system; see#3 and #4 below). The number of supporting fleets determine a moving fleet's POWER during that turn:

# MOVING FLEETS FLEETS' POWER

# SUPPORTING FLEETS

1

2

3

2

1

2

3

0

1

MOVING

Only 1 fleet may occupy one sector. If a fleet wishes to move into a sector with an opposing fleet in it, then it may attack it. If the POWER of both fleets is equal, then it is a stand off, and the attacking fleet may not occupy that sector. If one fleet's POWER is greater than the other, then the loosing fleet must retreat to an open sector. If all sectors around it are occupied, then that fleet is destroyed (removed from the game).

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3. OCCUPYING SECTORS WITH MAJOR SYSTEMS: If a system is not occupied a fleet may enter that sector. If it remains in that sector for 4 consecutive turns, it is effectively occupied by that force. That fleet must remain there to keep it occupied, but on that fourth turn, the player gains an extra fleet, which may be placed in any of the adjacent (orthogonally or diagonally) sectors which do not have a fleet in them. Both fleets are then freed up to proceed in conquering new systems. While that system is still occupied, if there is no fleet there to defend it, then an opposing fleet can enter it an occupy it for four consecutive turns, thus taking that system away from the original holder (If that happens, the extra fleet that the system produced is immediately disbanded (removed from the game). 4. CONQUERING SECTORS WITH MAJOR SYSTEMS: If a system is occupied by an enemy fleet then a fleet may combat it by moving to an open sector adjacent to it. If the two fleets' POWER is equal it is then a stand off. If one fleet's POWER is greater than the other, then the other fleet must retreat to an open adjacent sector. If no sectors around it are open then that fleet is destroyed (removed from the game). If the defender is retreated, then the attacker is moved into that sector. The occupying rule (four turns rule) from #3 applies for the newly occupying fleet. " ATTACKING FLEET'S POWER: as per the table in #2 " DEFENDING FLEET'S POWER: The Defending Fleet's power is 1 +1 for each of adjacent sector (orthogonally or diagonally) occupied by one of its own fleets.

WINNING When one player occupies 13 Sectors with major systems, then that player is the winner.

FOUNDATION AND EMPIRE SOLO GAME VERSION You are the FOUNDATION, and may set up your three fleets as mentioned above. Your goal is to occupy 13 Sectors with major systems. The opponent is the IMPERIUM. The Galactic Empire occupies the other three quadrants, and starts with 9 fleets. To position the fleets, shuffle the nine fleet counters with 27 blank counters. Beginning at the top left of the game board, and moving across (as if reading a paragraph) place a counter, upside down, on each of the sectors of the 3 quadrants of the IMPERIUM. Position your fleets, and then turn the counters over to see where the enemy fleets are. The IMPERIUM will keep all fleets in a major system for four turns, before moving that fleet and its new fleet. IMPERIUM'S ACTION TABLE (Roll for every three fleets that are not in the process of occupying a system) ROLL 1d6 # Fleets Moving # Fleets Supporting Moving Fleet's Action 1-2 1 2 Move towards nearest FOUNDATION occupied system 3-4 2 1 Move to nearest IMPERIUM occupied system to support that fleet 5-6 3 0 Move towards nearest unoccupied systems

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ASIMOV’S FOUNDATION by c gerard luft

INTRODUCTION 2 player game. Players take the roles of the first foundation (psychohistorians) and the second foundation (mentalists). They compete for control of the future second galactic empire.

DECK One shared deck, composed of 1 of each card listed below. In addition to the play deck, you will need six-sided dice.

VICTORY The player who first wins the SECOND GALACTIC EMPIRE PHASE (GE2) wins. SET UP and PLAY Each player draws 7 cards to start. Players play the turn simultaneously.

THE TURN DRAW PHASE Each player draws 5 cards

RESEARCH PHASE (RP) Each player may play down cards with a +1(or more) rp modifier on them. Only first foundation players may play cards with a 1F perquisite and only second Foundation players can use 2F cards. Cards with a "-" perquisite can be played by either player. This rule applies to each phase. Each player may roll 1D6 plus 1D6 for each "+ rp" on the cards he played. If one of the players rolls is at least 3 times as great as the others roll, than he wins. The winner May play any card with "cr" perquisite for the remainder of the turn.

PERIPHERY PHASE (PP) As per above but cards played will have +1(or more) pp. If their is a winner in this phase, he may use cards with "cp" perquisite for the remainder of the turn. He now controls the outer systems.

IMPERIUM PHASE (IP) As above, but now cards with "+1(or greater) ip" can be played. If there is a winner he may now use cards with the "ci" requisite. He now controls the inner systems, the remains of the first galactic empire.

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SECOND GALACTIC EMPIRE PHASE (GE2) Same as above, but cards with +1(or greater) ge2 are used. If there is a winner, than he wins the game. The opponent player has the robot daneel olivaw, gaia, bliss or galaxia card, he may play it now thwarting the other players win. If there is no winner or the win is thwarted then the game continues. Each player discards the cards he played. Each player who has more than 12 cards in his hand must discard to bring his hand down to 12. And another turn begins.

CARD LIST Card name: hari seldon hyperspace jump hyperspace relay traders trader limmar ponyets trader gorm master trader gorov trader ship ether beam master trader mallow traders convention far star trader assoc independent traders gaia bliss daneel olivaw dors seldon galaxia hyperspatial comm. mayor hardin mathist dornick pirenne planet terminus terminus city time vault councilman lee councilman sermak psychohistory father aport primate publis missionary parma councilman twer capt. Pritcher mayor indbur bayta toran Mayor branna museum of origins golan trevize security director kodell prof janov pelorat arkady darell mentallics university of trantor ebling mis the mule viso-sonor imperial university lee sinter first speaker

Notes: +3rp +2rp draw 2 extra cards +1rp +1rp +1rp +2rp +1rp draw 2 extra cards +2rp +3rp +1rp +3rp thwart opponents win thwart opponents win thwart opponents win remove hari from discard pile and put in hand thwart opponent win draw 2 extra cards 1f +2rp or pp 1f +2rp or pp 1f +2rp 1f +3rp or pp 1f +2rp 1f +4rp 1f +1rp 1f +1rp 1f +3rp 1f +2pp 1f +3pp 1f +1pp 1f +1rp 1f +2 4ge2 1f +1rp 1f +2rp 1f +2rp 1f +1rp 1f +2rp 1f +3rp or +2 ge2 1f +1rp 1f +3rp or +2ge2 1f +3rp 2f +2Ge2 2f +2rp 2f +2rp 2f +3pp or ip 2f +2pp or ip 2f +3rp 2f +1rp 2f +3rp or ip

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wanda seldon first speaker quindar stor gendibal benjoam language of the speakers Council of speakers prime radiant deviation blue hyperplan century of deviations microradiant sura novi delarmi chang councilman compor planet trantor encyclopedia galactica atom blasters personal force shield origins question atomic fussion reactos hyperatomic drive priesthood radioactive synthetics board of navigation Planet anacreon planet glyptal iv planet askone transmuter planet korell nuclear shields fx controler planet sayshell far star pocket battleship gravitic hyperdrive planet smyrno planet neotrantor planet kalgan planet radole planet haven olanjen hyperspatial theory planet haven ii planet comporellan planet aurora planet solaria planet melpomenia planet alpha planet earth the moon planet siwena kingdom of anacreon anselm haut roderic king of anacreon prefect of smyrno lord dorwin four kingdoms ambassador verisof king leopold prince weinis thessaklekin temple flagship weinis sayshel officer korellian ship commador of korell Dark nebula zeonan revolt

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2f 2f 2f 2f 2d 2f 2f 2f 2f 2f 2f 2f 2f 2f 2f 2f cr cr cr cr cr cr cr cr cr cr cr cr cr cr cr cr cr cr cr cr cs cr cr cr cr Cr cr cr cr cr cr cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp

+3rp +2rp or +2rp +1rp +2Rp +2rp +3rp +1rp +2rp +2rp +2rp +2ge2 +1rp +1rp +2rp +3rp or cr +1ge2 +1ge2 +1pp cr +2pp +2pp cs +3Ip +2pp +1ip +2ip +2ip +2pp +2ge2 +2pp or +2pp +3ge2 +2ge2 +2pP +3ip +2ip +2ip +2ip +2pp +2ip +2ip +2pP +2pp +2pp +2pp +3ge2 +2ge2 +1pp +1ge2 +1Ge2 +1ge2 +1ge2 +1ge2 +1ge2 +1ge2 +1ge2 +1ge2 +1ge2 +3ge2 +1ge2 +2ge2 +1ge2 +1ge2 +1ge2

ip

ip +3ge2

+2pp +1pp

ip

foundation navy battleship terminus city journal port master kendray minister lizalor auroran robot solorian robot bander fallom melpomenia moss Hiroko ling chen emperor cleon i imperial cruiser grandmaster of askone patrician orrha ii space pirates emporor stannel vi imperial admiral techman gen. Riose ducem barr Sennet forel scout ship cmd. Yume emperor cleon ii lemul cluster council of lords privy sec. imperial garrisons field disruptor imperial great ship lord broding emperor dagabert ix emperor dagabert x imperial ship of the line imperial news

cp cp cp cp cp cp cp cp cp cp ci ci ci ci ci ci ci Ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci

+2ge2 +1ge2 +1ge2 +1ge2 +1ge2 +1ge2 +1ge2 +1ge2 +1ge2 +1ge2 +1ge2 +1ge2 +2ge2 +1ge2 +1ge2 +1ge2 +1ge2 +1ge2 +1ge2 +2ge2 +1ge2 +1ge2 +1ge2 +1ge2 +1ge2 +1ge2 +2ge2 +1ge2 +1ge2 +1ge2 +2ge2 +1ge2 +1ge2 +1ge2 +2ge2 +1ge2

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Astral Dreams Space Opera Miniature Game By C. Gerard Luft Legal This Miniature game is based off of the story Astral Dreams (copyright © 2002 C. Gerard Luft). The game mechanics herein are derived from the Open Gaming License of the D20 Systems Reference Document.

The Setting In the hundred and sixty-fourth millennia after the birth of Christ, mankind had only just discovered the power that lies in the quantum universe. Humanity was dependant on the Hyperspace/ Time Continuum for its pan-galactic empire. But the discovery of the Calabi-Yau continuum meant that man could finally reach out to galaxies other than his own. But it would take another hundred millennia before the Quantumliners could safely navigate the six extra-dimensions of the Calabi-Yau Universe and make the Hyperspace Drives obsolete. But one man would not wait. The first use of the artificial wormholes that were constructed along the superstrings of the quantum dimension was for intergalactic listening. Pesrume Ladek, the greatest cyberneticist mankind had ever produced took a humble assignment at an Imperial Intergalactic Listening Post. He used the station’s mainframe to download his mind and soul into a complex algorithm and transmitted it through the local wormhole to God knows where. It is now the dawn of the five hundredth millennium since the birth of Christ. The Empire of Man has reached out into the intergalactic depths of space, and a lost son has been found…unfortunately. The great Quantumliners of the Scouting Guild has encountered an artificial species completely inimical to humanity. Each alien robot is directly controlled by a single artificial intelligence known as Ladek! The twisted, disembodied mind of the former human scientist now lords over these automaton artifacts of a long extinct race. They have invaded every galaxy controlled by man’s glorious Imperium, and have begun a systematic extermination of every human life it encounters. While the Imperial Navy and Marine Corp defends the home galaxies against the attacks of these monsters, it falls to the Scouting Guild to hunt out and destroy Ladek units along the Imperium’s frontier worlds.

Miniatures This skirmish game is designed for two players: one player plays the Human Imperial Scouts and the other plays the Ladek Marine Robots. Forces are “purchased” by means of points. Both sides must decide how many points they should begin with. I highly suggest beginning a campaign (a series of wargames between the same player(s)) with fifty points for each side. For each game you play afterwards add ten points to your allowance until you finally find a good number of points for both of you. Remember, each side begins with the same number of points as the other, and they should be free to purchase their troops in any way they should choose at the start of

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each game. Ideal miniatures for the Imperial Scouts would be any sci-fi miniature in space armor or a space suit (as can be inferred from their armor class and melee damage, they wear full battle dress). But any sci-fi miniature or counter will do. Ideal miniatures for the Ladek Marine Robots would be very alien looking robot miniatures (arachnid shaded most ideally). But any robot miniature or counter will do.

Tabletop If you have a table or desk clear of any junk, you have a great battlefield. If you choose to use terrain use common sense to make appropriate terrain rules (e.g., half movement up a hill, double movement down it).

D20 You will need a twenty sided die in order to use these combat rules.

Abbreviations Level#-#PTS: Creature’s Level and the points expended to purchase one for your little army, respectively MA: Melee Attack MD: Melee Damage RA: Range Attack and range, respectively RD: Range Damage- Fusion Blasters Special Abilities- Two Attacks per Round: the unit gets to attack twice during its turn each round. Save: Doesn’t pertain with the basic game.

Imperial Scouts Spacer Good Humanoid (Human) Level 1 - 4 PTS.

Speed: Armor: Health: Save:

6" 17 1 +2

| | | |

MA: MD: RA: RD:

+3 1 +3 12

6" 17

| |

MA: MD:

+4 1

Special: Abilities - None

Scout Good Humanoid (Human) Level 2 - 9 PTS.

Speed: Armor:

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Health: Save:

2 +2

| |

RA: RD:

+4 12

6" 18 3 +2

| | | |

MA: MD: RA: RD:

+4 1 +4 12

6" 18 4 +2

| | | |

MA: MD: RA: RD:

+5 1 +5 12

6" 18 5 +2

| | | |

MA: MD: RA: RD:

+6 1 +6 12

6" 19 6 +2

| | | |

MA: MD: RA: RD:

+7 1 +7 12

Special: Abilities - None

Navigator Good Humanoid (Human) Level 3 - 14 PTS.

Speed: Armor: Health: Save: Special: Abilities - None

Sub-Lieutenant Good Humanoid (Human) Level 4 - 19 PTS.

Speed: Armor: Health: Save: Special: Abilities - None

Master Scout Good Humanoid (Human) Level 5 - 24 PTS.

Speed: Armor: Health: Save: Special: Abilities - None

Lieutenant Good Humanoid (Human) Level 6 -29 PTS.

Speed: Armor: Health: Save: 242

Special: Abilities – None

First Lieutenant Good Humanoid (Human) Level 7 - 34 PTS.

Speed: Armor: Health: Save:

6" 19 7 +2

| | | |

MA: MD: RA: RD:

+8 1 +8 12

6" 19 8 +2

| | | |

MA: MD: RA: RD:

+9 1 +9 12

Special: Abilities – None

Commander Good Humanoid (Human) Level 8 - 39PTS.

Speed: Armor: Health: Save: Special: Abilities – Two Attacks per Round

Captain Good Humanoid (Human) Level 9 - 43 PTS.

Speed: Armor: Health: Save:

6" 19 9 +2

| | | |

MA: MD: RA: RD:

+10 1 +10 12

Special: Abilities – Two Attacks per Round

Post Captain Good Humanoid (Human) Level 10 - 49 PTS.

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Speed: Armor: Health: Save:

6" 20 10 +2

| | | |

MA: MD: RA: RD:

+11 1 +11 12

Special: Abilities – Two Attacks per Round

Ladek Marine Robots Marine Evil Construct Level 3 - 21 PTS.

Speed: Armor: Health: Save:

8" 21 3 +0

| | | |

MA: MD: RA: RD:

+6 2 blunt +6 12” 13

8" 21 4 +0

| | | |

MA: MD: RA: RD:

+8 2 blunt +8 12” 13

Special: Two Attacks per Round

Corporal Evil Construct Level 4 - 26 PTS.

Speed: Armor: Health: Save: Special: Two Attacks per Round

Sergeant Evil Construct Level 5 - 31 PTS.

Speed: Armor: Health: Save: Special: Abilities – Two Attacks per Turn

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8" 21 6 +1

| | | |

MA: MD: RA: RD:

+10 4 blunt +10 12” 13

Lieutenant Evil Construct Level 6 – 36 PTS.

Speed: Armor: Health: Save:

8" 21 7 +1

| | | |

MA: MD: RA: RD:

+12 4 blunt +12 12” 13

8" 21 9 +1

| | | |

MA: MD: RA: RD:

+14 4 blunt +14 12” 13

Special: Abilities – Two Attacks per Turn

Captain Evil Construct Level 7 - 41 PTS.

Speed: Armor: Health: Save: Special: Abilities – Two Attacks per Turn

Major Evil Construct Level 8 - 46 PTS.

Speed: Armor: Health: Save:

8" 21 10 +1

| | | |

MA: MD: RA: RD:

+16 4 blunt +16 12” 13

Special: Abilities – Two Attacks per Turn

The Round Initiative: Each player rolls 1d20. The highest roll has initiative and can move on of the miniatures first. Reroll ties. The Turn: Starting with the player who won initiative and then alternating between the two players, each miniature gets to take a turn. a.

Movement:

The miniature may move up to their speed. b.

Melee Attack:

If the miniature’s movement brings it base to base with an opponent miniature, that miniature can attack its target.

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i. Roll 1d20 and add your melee attack score to the die roll. If it is equal or greater than the opponent’s Armor score, then it is a hit. ii. The opponent receives damage equal to your Melee Damage score. This damage is removed from the opponent’s Health score. If any creature’s health falls to 0 or less it is defeated and removed from the game. c.

Range Attack:

If the miniature’s movement brings it within Range of an opponent miniature, that miniature can attack its target. However the miniature can not make a ranged attack if it already made a melee attack during its turn. i. Roll 1d20 and add your range attack score to the die roll. If it is equal or greater than the opponent’s Armor score, then it is a hit. ii. The opponent receives damage equal to your Ranged Damage score. This damage is removed from the opponent’s Health score. If any creature’s health falls to 0 or less it is defeated and removed from the game. Subsequent Turns: After the player who won initiative finishes his turn with his miniature, it then becomes the other players chance to take a turn with one of his miniatures. The Turn sequence is repeated back and forth until each player has taken a turn with each of his miniatures. Then a new Round begins and each player starts by rolling for initiative.

Objective Destroy all of the opposing side’s units.

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ASTRUM IMPERIUM INTRODUCTION Generic rule set for a series of empire building/conquest games. MAP The map depicts an irregular, interlocked set of territories. Over half the territories are empty space. Revenue generating spaces are planetary systems. Other territory types include: Nebulas: Ships must stop upon entering. CONTROL MARKERS Use chits to represent control markers. UNITS Use chits to represent units. Units include Leaders & non-leader units. DECK Players share an action deck. In some games, each player will have their own action deck. The action deck cards allow you to move your units. SETUP Each player starts with a Homesystem with 10 random units. Others will be mixed into the unit chit pile. TURN SEQUENCE Draw Phase Move Phase Exploration Phase Battle Phase Revenue Phase Recruit Phase Upkeep Phase Control Phase

DRAW PHASE First discard any cards you don't want. Each player draws 5 action cards. Max hand size = 7. Discard excess cards. If the deck runs out, shuffle the discard and draw from it.

MOVE PHASE Use Action cards to move stacks or units in stacks. A Fast unit can move 1-3 spaces. A Medium speed unit can move 1-2 spaces. A Slow unit can move 1 space. Units can move into but not through opposing stacks. Fortifications cannot move (Move = 0).

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Starfighters cannot move by themselves, they must be transported aboard ships. Your opponent can only look at the top unit of your stacks

Supralumina Detection Index Determines if the defender’s stack is able to intercept an attacking stack. The defender rolls on the SDI based on the size of the attacking stack and the distance it has traveled. The attacker’s total only counts the force value of Capital and Escort ships in the stack. A failed roll means the defender may only use half of his available warship’s Force value in battle. Roll modifiers: -1 per Scout in attacker’s stack +1 per Scout in Defender’s stack -3 per Fleet Scout in attacker’s stack +3 per Fleet Scout in defender’s stack +3 per Starbase in defender’s stack +1 per Starbase in adjacent hex

EXPLORATION PHASE When entering an unexplored system for the first time roll to determine the presence of Resources, Minor Races, and Enigmas. 1D6 Resources: Revenue: 1-2 Poor 1 3-4 Moderate 2 5-6 Rich 3 1D6 Minor Race: Revenue: 1-3 No Minor Race 4 Primitive Race +1 5 Modern Race +2 6 Advanced Race +3 1D6 Racial Trait: roll (6) 1 +1 Revenue 2 +1 Force w/Starfighters (1-3) 3 +3 Force w/Fortifications (1-4) 4 +1 Force w/Capital Ship (1-2) 5 +1 Research 6 Natural Leader (Force Bonus: 1-3=+2, 4-5=+3, 6=+4

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Specialty:1-3=General,4-5=Admiral,6=Scientist) ENIGMA PHASE 1D6 Enigmas: 1-4 No Enigma 5-6 Enigma If the planet has an Enigma roll 1D6. Add +1 to the Enigma roll for each Scout/Surveyor in the stack. On a roll of 5-6 the Enigma is solved. On a roll of 1-4 the Enigma causes unintended consequences. 1D6 Consequence: 1-3 The Exploring stack is destroyed. 4-5 The Exploring stack must retreat. 6 Roll again plus if there was a Minor Race Present, it is destroyed. A system cannot be controlled by diplomacy or conquest if it has an unresolved Enigma. If the stack is destroyed the Enigma remains and must be faced again. If the Enigma is solved, it goes away forever. DIPLOMACY PHASE Include a Diplomacy phase after Enigma phase. If the newly explored planet has a Minor Race roll 1D6. On a roll of 6 or better, the race willingly joins your empire. If you roll a 1 the race will never join your empire through diplomacy. You are considered to be at war. If a diplomacy attempt fails, you can try again next turn.

BATTLE PHASE When two opposing stacks occupy the same territory there will be a battle. Add up the total Force values for each side. A failed SDI roll means the defender may only use half of his available warship’s Force value in battle. Players may play action cards to increase their force value.

The side with the highest force value wins. The losing stack must retreat one space. The losing stack loses the difference between the player’s Force values in units. The winner picks the first unit lost. Fortification units in the losing stack are destroyed automatically. The winning stack loses units with a force equal to at least half the force total lost by the losing stack. The winner decides which units are lost. If one stack has a Leader and the other

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does not, the stack with the leader gets double that Leader’s Force value. Treat Leaders like other units with respect to casualties. Bombardment bonus is for stacks attacking occupied planets. If both sides have Starfighters, the side with the lowest Starfighter value losses ½ its Starfighter Force value. Escort value greater then enemy Starfighter value, lose ½ Starfighter value. Players may repair ships after battle. Ships may only be repaired in the area they were damaged in, by units that are in the same stack. Shipyards may repair up to 2d6 warships, Fleet Repair Docks may repair 1d6, Starbases may repair 1d6/2 Escorts or Starfighters, and a Colony may repair 1 Starfighter.

After a battle both sides replenish their hands to 7 cards. Players may attempt to conquer minor races. The Minor Race will generate Revenue x 1D6 Force in its defense. When attacking a Homesystem the defender will get +20 Force. You may only take control of an occupied planet in control phase if no defending units remain.

REVENUE PHASE Gain revenue points for every planet with a Colony or minor race under your control. A planet can only support a number of Colonies equal to its resource value. Each system generates revenue equal to its: Resources + Installations + Minor Race value. A planet’s resource level will limit the type of Revenue Installations it can support. (Poor- No Refinery, Industrial Center) (Moderate- No Industrial Center) (Rich- no limit) If the system has no minor race, you must first build an Outpost. On the players NEXT turn they may build a Colony in that system. Homesystems generate 10 Revenue points per turn, and gain 1 Revenue for each level advanced in Installation development. Revenue may be saved from turn to turn. Players may roll of Technological development and Upgrades in this phase.

Leaders Leaders are not purchased; they are raised from Homesystems or Academies. Cost 5, roll 1d6, get 5+ for a Leader to be raised. Education (Force Bonus): 1-3=+1, 4-5=+2, 6=+3, 7+=+4 Specialty: 1=General Bonus for/vs Bombardment 2=Admiral Bonus for Capital Ships or SDI roll 3=Scientist Bonus for Technical/Enigma

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roll 4=Surveyor Bonus to Resource roll 5=Diplomat Bonus for Diplomacy roll 6=Scholar Bonus for Leader/Education roll Terraform allows for two options: 1) Raise the resource value for by planet ONE (poor to moderate). 2) Allow an additional Colony on an occupied planet, up to its maximum. Terraform is discarded once it has been used. A planet may Terraform a planet as many times as a player wishes.

RECRUIT PHASE Draw 5 random units from the unit chit pile. Purchase units. A unit’s cost is equal to its Force value. If you purchased all the drawn units, draw another 1D6 random units. Discard unpurchased units back to your unit chit pile. Units must start at the following locations: Homeworld Colony Shipyard Starbase Capital Ships Yes NO Yes NO Escort Ships Yes NO Yes Yes (only 1/turn/base) Starfighters Yes Yes Yes Yes (only 3/turn/base) Leaders Yes (Academy) NO No Existing warships may be converted to new tech levels at any location that they can be built at. The conversion cost is ½ the difference between the types, round up (Heavy Cruiser to Battleship cost 2). Conversions count against a Starbase’s maximum production. A system must first have a colony before constructing ANY other installations or fortifications. A Starbase may be built in a non-system space adjacent to a system you control. Only Fortifications may be built at Homesystems. They are assumed to have any other newly developed installation automatically. They may not be Terraformed.

UPKEEP PHASE Units that automatically receive upkeep = Basic Upkeep x total Revenue. Basic Upkeep starts at 2

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Example: You generate 10 revenue points per turn... You may have up to 50 units. Add 1 to Basic Upkeep for each Escort Level you advance. (Convoy & Anti-piracy ops) Discard excess units.

CONTROL PHASE Place a control marker on every revenue-generating planet occupied by one of your units. UNIT ABBREVIATIONS S = Slow M = Medium speed F = Fast C = Capital Ship E = Escort Ship X = Starfighters K = Fortification L = Leader

UNITS Name Move Force Notes/Sftr Leviathan S 15 C/6 +3F for Bombardment Battleship S 12 C/3 +2F for Bombardment Battle Cruiser M 10 C/2 Heavy Cruiser M 8 C/1 Cruiser M 6 C Monitor M 6 E/2 +2F vs. Starfighters Dreadnaught M 5 E/1 +1F vs. Starfighters Frigate F 4 E +1F vs. Starfighters Destroyer F 3 E Corvette F 2 E Fleet Scout M 3 E Cost 4 (DN-hull) Scout F 1 E Cost 2 (Corvette-hull) Fleet Repair Dock S 0 C Cost 10(BB-hull) Science Cruiser F 2 C Cost 5, +3 Enigma roll (BC-hull) Gunships

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-2 X Cost 3, +1F vs. Escort Ships Assaultfighter -2 X Strikefighter -1 X Interceptors -2 X +1F vs.Starfighters WarBirds S 3 X Cost 4, +1F for Bombardment Starbase -20 K/3 Costs 12, +2 SDI roll Ion Cannon -15 K Shield Generator -30 K Cost 15 Orbital Station -8 K Ground Base -3 K Type Cost Outpost 1 Allow colonization Colony 6 Allow revenue collection and installations Trade Port 3 +1 Revenue per Colony w/n 3hexes Research Labs 4 Allow +1 Tech roll Academy 2 Allow Leader development Mining Base 3 +1 Revenue/Colony Refinery 4 +2 Revenue/Colony Industrial Center 5 +3 Revenue/Colony Shipyard 5 Allow ship construction Terraform 10 Allows +1 Colony OR raise Resources value by 1

ACTION DECK Card Name # Notes Tactical Move 8 Move 1 stack Operational Move 6 Move 2

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stacks Strategic Move 4 Move 3 stacks Wormhole 2 Move 1 stack twice Senator Organia 1 Diplomacy +3 Admiral Pett 1 +4F vs. Capital Ships Dr. Zod 1 +3 Research/Enigma roll General Veers 1 +4F Bombardment Biggs Starkiller 1 +4F for Starfighters Fleet cloak 2 Attacker uses only ½ force value for SDI roll Turbolasers 2 Battle: Capital ships get +1 Force Ion Cannons 2 Battle: Target Capital ship -4 Force Laser Cannons 2 Battle: Target Starfighters –4 Force Weak Spot 2 Battle: +2 Force vs. Target Capitol Ship Drop Ships 2 Battle: Capital ships get +2 Force to Bombardment Strafing Run 2 Battle: Starfighters get +2 Force to Bombardment Daring Rescue 1 Put captured Leader back into play Probe Droid 2 Look at chits in target stack Imperial Agents 1 Look at opponents hand Sabotage 1 Destroy target Fortification Incite Uprising 1 Remove control marker from target planet Surprise Attack 2 Battle: Your side gets +5 Force. Solar

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Flare 1 Randomly distribute 1d6 points of damage to def** Reinforcements 2 Return 1 defender from discard Piracy 2 Lower opponent’s Upkeep level by one Lost in Space 1 Discard 1 random Warship** Lab Explosion 1 Discard 1 Lab Core Instabilities 1 Discard 1 Mine Gas Pocket 1 Discard 1 Refinery Emergency Repairs 2 Discard all Damage counters Seismic Events 1 System generates no income this turn** Civil War 1 Discard 1 random Defender Sabotage 1 Discard one random structure* Dilithium Crystals 1 Gain 2 Revenue per Mine Syntha-petrol 1 Gain 2 Revenue per Refinery Meteor Swarm 1 Discard one random structure*/** Space Virus 1 Discard 1 Defender or Colony** Discovery 1 Gain 2 Revenue per Lab Merchant Prince 1 Gain 2 Revenue per Trade Port Organized Crime 1 Lose half of your Revenue Repairs 1 Return 1 structure from discard * If Fortification is hit, it takes 1 Damage counter. ** Successful Enigma roll, ignore card’s effects.

Technical Development Players may advance one technology level per turn during the Revenue phase. They must wait a number of turns equal to the next Tech level before attempting to advance again. A successful Research roll must be made on 1d6, roll greater than the next tech level to advance. Only ONE Research roll can be made by each player per turn. (To level II, wait 2 turns & roll 3+; Lvl III, wait 3 turns & roll 4+) War ships

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Levels Capital Ships Escorts Ships Starfighters I Cruiser Corvette Strikefighters II Heavycruiser Destroyer Assaultfighters III Battlecruiser Frigate Interceptors IV Battleship Dreadnaught V Leviation Monitor Warbirds Installations

Gunships

Levels Revenue Populace Fortification I Mine Colony Base II Refinery Laboratory Station III Trade Port Shipyard Cannon IV Industry Academy Base V Terraform Terraform Generator

Ground

Orbital

Ion

Star

Shield

UPGRADES Instead of making a technological advance, players may choose to upgrade an existing technology. Players may make one upgrade attempt per type per turn (Capital, Escort, Starfighters each get one attempt). Roll (6), adding Scientist and Laboratory bonus to a specific roll. No Scientist or Laboratory may contribute to more than one roll per turn. Cost 1 per unit upgraded.

Masking Capital & Escort ships, total only the stack’s ½ Force value for SDI roll.

Hyperdrive 256

Capital & Escort ships, gain +1 movement.

Turbolasers Starbase, Capital & Escort ships, exchange Starfighter capacity for an equal bonus to Force value.

Novagun Capital ship and Ion Cannons, may target one enemy ship for loss first.

Shields Starbases, Orbital Stations, Capital & Escort ships, gain double Force value for casualty losses only.

Dropships Capital & Escort ships, gain + to Bombardment equal to ¼ Force value.

Phallanx Starbase, Capital Ship, gain + vs. Starfighters equal to 1/3 Force value.

Through-Deck Capital ships, gain double Starfighter capacity for the loss of ½ Force value.

Torpedo-Boats Escorts, Torpedo-boat value greater than enemy Escort value, then ignore ½ enemy Capital ship value. Escorts with the upgrade have no advantage vs. Starfighters.

Jumpdrive Starfighters gain ability to engage in battle against any detected enemy stack w/n 1 hex of their base/ship.

Launchbays Starbase may exchange +3 Starfighter capacity for every –5 Force value.

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Auxilliary Carriers Escort ships, may exchange ONE Escort ship to replace 1d6 Starfighters lost in battle this turn. Cost of +1 per Starfighter replaced.

Minefields Fortress, Capital ships lose ½ Bombardment value. Each Scout or Fleet Scout may cancel effects of minefields on a roll of (6).

Legion Ground Base, Cost+5, Force value of 10 with +1 per Installation in the system. May be moved from one Colony to another, max Warship range, for Cost+3.

Lateral Array Scouts & Fleet Scouts may look at ships in detected enemy stack.

Auto-Factory Industrial Center, Cost for ALL new units reduced by –1, minimum of 1.

Geo-Tech Colony, a system’s maximum limit is raised by 1.

Deep Core Mining Base, now produces +2 Revenue per colony.

Solar Satellite Colony, now produce 1 Revenue per

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turn.

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ATTRITION: PORK CHOP HILL "How many hordes in a chinese platoon?" -Unkown US Marine

INTRODUCTION Important note: this a variant of the "Attrition" Game in the WWI section. Two player Card game simulating the stagnant Warfare of the Korean War's later phase.

OBJECTIVE Chinese: Capture pork chop hill hills

US: Reduce Chinese inf. to zero. and hold the hill!

SUPPLIES The six territories on the hill must be taken: The forward slope => A Military Crest => hilltop => the CP => the chow bunker =>the rear slope

SETUP US Player starts with all Territory Markers US Players forces are weakend by the rotation of units out of Korea, Thus he only gets 50 squads. The Chinese are desperate to get the hill to use for leverage at the Pammajon Talks. They Get 100 Squads. ARTILLERY BARRAGE Phase During the Korean War the Chinese forces are utterly lacking. They only roll a 1d2 during this phase. The US however had plenty of artillery. The US player rolls 1d6 for artillery bombardment and 1d6 for air support. To determine how many Chinese squads are killed.

ORDERS PHASE The US player is never ordered by the brass to charge.

CARD LIST: NOTES Heavy Shelling: Active player plays in Barrage Phase. +1D6 squads killed Machine Gun: Defending player plays in Defender Fire Phase. +2D6 squads killed Hand Grenades: Either player plays in Defender Fire Phase

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Negate a Machine gun card or kill 1D6 enemy squads Bunker: Defending player plays in Barrage Phase Negate casualties caused by artillery (Bunker Destroyed) Barbed Wire: Defending player plays at end of Defender Fire Phase Play an additional Defender Fire Phase Bugle Calls: When Active the Chinese player plays in Defender Fire Phase Negate a Barbed Wire or a Machine gun card Reinforcements: Active player plays in Logistics Phase. Gain +1D6 squads Napalm: US Active player plays in Barrage Phase. +2D6 squads killed Mine Field: Defending player plays in Defender Fire Phase. +1D6 squads killed Mortar Attack: Either player plays in Trench Fighting Phase. +1D6 squads killed Bayonets: Either player plays in Trench Fighting Phase. You lose 1D6 squads. Opponent has 2D6 Killed Break Down in Command: Active player plays in Logistics Phase. 1D6 squads killed Major Offensive: Active player plays at end of turn Go again but skip Logistics & Artillery Barrage Phase POW Captured: Active player plays in Logistics Phase Look at opponents hand and discard one of opponents cards Notes: Yes these are the same cards as the original game but; hey look on the bright side now you can still use a 52 card deck! Assign each card a corresponding number 1 through 14 and there you go. Some cards only effect the Chinese. Watch Pork Chop Hill by Gregory Peck for mood. I plan a second edition after I read the book the movie is based on. SOLO-VARIANT: Play as US, the Chinese play all the cards they draw as soon as possible. Chinese Player always charges.

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ATTRITION INTRODUCTION Two player Card game simulating trench warfare in WWI

OBJECTIVE Reduce your opponent to 0 troops, or Capture all six territory markers

SUPPLIES Use change to represent troops. 1 cent = 1 squad One or more six sided dice are needed Cards will have to be made to play. The deck contains around 60 cards. Six markers to represent territories.

SETUP Play is from a common deck Players start with no cards Each player starts with a battalion of 100 squads Each player starts with 3 territory markers Roll high on 1D6 to determine turn order

TURN SEQUENCE 1. 2. 3. 4. 5.

Logistics Phase Artillery Barrage Phase Charge Orders Phase Defender Fire Phase Trench Fighting Phase

LOGISTICS PHASE Active player draws a card

ARTILLERY BARRAGE PHASE Active player fires his big guns killing 1D6 enemy squads

CHARGE ORDERS PHASE Active Player may declare he is charging, if not... Roll 1D6, on a roll of 1 the player is ordered by his superiors to charge. Over the Top Boys!

DEFENDER FIRE PHASE Occurs only if active player charged.

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The defender kills 1D6 attacking squads in no-mans-land with mostly small arms fire.

TRENCH FIGHTING PHASE Occurs only if active player charged. Both sides lose 2D6 squads in the hand to hand fighting. If the attacker kills more squads than the defender the attacker takes a territory marker from the defender.

CARD LIST

NOTES

Heavy Shelling Active player plays in Barrage Phase. +1D6 squads killed Machine Gun Defending player plays in Defender Fire Phase. +2D6 squads killed Hand Grenades Either player plays in Defender Fire Phase Negate a Machine gun card or kill 1D6 enemy squads Bunker Defending player plays in Barrage Phase Negate casualties caused by artillery (Bunker Destroyed) Barbed Wire Defending player plays at end of Defender Fire Phase Play an additional Defender Fire Phase Tank Active player plays in Defender Fire Phase Negate a Barbed Wire or a Machine gun card Reinforcements Active player plays in Logistics Phase. Gain +1D6 squads Mustard Gas Active player plays in Barrage Phase. +2D6 squads killed Gas Masks Defending player plays in Barrage Phase Negate casualties caused by Mustard gas Mine Field Defending player plays in Defender Fire Phase. +1D6 squads killed Flame Thrower Either player plays in Trench Fighting Phase. +1D6 squads killed Bayonets Either player plays in Trench Fighting Phase. You lose 1D6 squads Opponent has 2D6 Killed Typhoid Fever Active player plays in Logistics Phase. 1D6 squads killed Major Offensive Active player plays at end of turn Go again but skip Logistics & Artillery Barrage Phase Ariel Reconaissance Active player plays in Logistics Phase Look at opponents hand and discard one of opponents cards

NOTES Cards are discarded right after they are played When making the deck include 4 of each card.

VARIANTS Play with fewer squads. Gain 1D6 reinforcements each turn. Draw 2 cards per turn.

CARDSET Amazing cardset here by Randy Knauff [email protected]

KOREAN WAR VARIANT Check out Pork Chop Hill by Joe Nixon

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LINKS The Great War Society Tank Tactics

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AUTUMN MIST INTRODUCTION Board & card game for 2 players. WWII West Front. Abstract simulation of the Battle of the Bulge (Ardennes). Each figure (unit) represents a division. One player is the Germans, the other is the Allies (Americans & British).

TIME TABLE Each turn is one day starting December 16, 1944. Allies may make Air Attacks starting Dec 26.

VICTORY The Germans win if they can occupy Bastogne, St Vith, Liege, Namur, and Dinant. The Americans win if the Destroy all German Divisions or by January 16.

THE MAP Use a 14 x 14 grid. The Left border is the River Meuse. Include the cities of Namur (North) and Dinant (South) on the Meuse. In the Northern center have one space be Liege. In the center East have one space be St Vith. In the Southern center have one space be Bastogne.

THE UNITS Use chits or miniatures to represent units. Y = Armored, N = Not Armored (Infantry Division) The German player starts with the following 24 Divisions: Division: Hits Force Armor Notes 1st SS Panzer 3 3 Y 2nd SS Panzer 2 3 Y 9th SS Panzer 2 3 Y 12th SS Panzer 3 3 Y 2nd Lehr Panzer 2 3 Y 9th Lehr Panzer 2 3 Y 116th Lehr Panzer 2 3 Y 3rd Panzergrenadier 2 3 Y 15th Panzergrenadier 2 3 Y 3rd Parachute 2 3 N 5th Parachute 2 3 N Volksgrenadier 1 1 N 13 Divisions The Allied player starts with the following 4 Divisions: Division: Hits Force Armor 4th American 2 2 N 28th American 1 2 N 106th American 3 1 N 9th US Armored 3 1 Y Allied Reinforcements: Division: Hits Force Armor Deploy 101st US Airborne 3 3 N Third Army Dec 19 7th US Armored 3 3 Y First Army Dec 18

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10th US Armored 82nd US Airborne 2nd US Armored 3rd US Armored 84th US 30th US 1st US 9th US 9th US Armored 10th US Armored 4th US Armored 26th US 80th US 28th US 5th US 4th US 29th Armored Brigade

3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2

3 3 3 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Y N Y Y N N N N Y Y Y N N N N N Y

Third Army Dec 18 First Army First Army First Army First Army First Army First Army First Army Third Army Third Army Third Army Third Army Third Army Third Army Third Army Third Army British (North)

SETUP Units may not stack. German units start in the 2 most western rows. The Panzer Divisions (Sixth SS Pz Army) are north of the Lehr Divisions (Fifth Pz Army). The 4 US Divisions start along the front. The US 9th and 4th start in the South. The US 28th is centally located. The US 106th is in the North. The Germans go first.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 4 phases: 1. Orders Phase 2. Move Phase 3. Deploy Phase 4. Fire Phase

ORDERS PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units. The move card has a number. This is the number of spaces the unit moves. Moves can be diagonal or orthogonal. Instead of moving just one unit in any direction, you have the option of moving up to two units forward the indicated number of spaces using a single move card. A unit can move only once per turn.

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DEPLOY PHASE Starting Dec 20th the Allied player may deploy one Third or First Army unit per turn. Third Army units deploy on the southernmost row. First Army units deploy on the northernmost row.

FIRE PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. The enemy unit that is the target of the attack takes one point of Damage. Units reduced to 0 Hits are destroyed and removed from the map. Your opponent may play certain Defense cards to negate your attack.

CARD LIST NOTATION M = A = D = N = X = Z = G = L = T = I = P = # = Use

Movement Attack Defense: Negate Attack card played by opponent Negate Move card played by opponent Opponent must discard 2 cards Draw 2 cards German Player only Allied Player only Armored units only Non-armored units only Deploy an extra unit this turn Number of this card in the deck = Which player can use the card

CARD LIST Card Name: Eisenhower Relief Forces Break out Siege Supply Lines Salient Objective Antwerp Wacht am Rhein Dietrich Manteuffel Lack of Fuel Capture Supplies Overrun Inexperienced Experienced Under Strength Critical Road Crossing Surrounded Forward Elements Advanced Units Strict Radio Security Bradley Patton Breakthrough Key Road Junction Valley Route

# 1 2 2 1 1 2 1 1 1 1 4 1 2 1 2 1 1 1 1 1 1 1 1 2 1 1

Use L L GT L G G G G G L G G L L GT -

Type P M M D Z M M M Z Z N Z A A A D M M N M D Z Z M M M

Range 1 2 1 1 1 1 1 1 1 1 1 1 2 1 1

Notes

Unit in City only

Vs Force = 1 Unit only By Force = 3 Unit only Vs Unit with 1 or 2 Hits

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Open Country 1 Spearheads 2 Blocking Move 2 Highways 1 Outflank 1 Progress 1 Arrive by Truck 1 Resolute Defense 1 Nuts! 1 Road Block 1 Counter Measures 1 Montgomery 1 Ultra Decrypts 1 Resistance 1 Heavy Casualties 1 Anti-Tank Teams 1 Vital Impetus 1 Delays 1 Immobilized 1 Air Attacks 2 Fighter Bombers 2 Medium Bombers 2 Counter Attack 2 Inflict Casualties 2 Cause Panic 1 Take Prisoners 2 Last Ditch Offensive 1 Hitler's Large Solution Rundstedt & Model 1 Concealed Movements 1 Confusion 1 Bodenplatte 1 Tactical Surprise 1 Stiffening Opposition 1 Luftwaffe 1 88 Flak Cannons 1 Panther Tanks 2 Tiger Tanks 1 King Tigers 1 Artillery Barrage 2 Shock Troops 2 Paratroop Drop 1 Shoot US Prisoners 1 Killing Krauts 1 Battle of Mobility 1 Tank Destroyers 1 Gaps 1 Probe 1 Sherman Tanks 2 Efficiency 1

T L G L L L L L L L L G L L L L L G G 1 G G G G G L G G GT GT GT G G L L G L L

M M M M M M P D D N X P D D A A M N A A A A A A X A Z G Z D X X A A D D A A A A A A D A M A M M A P

1 2 1 1 1 1 1 1 1 1 1 2 2 3 1 1 1 Z 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1

First Army Dec 20+

Vs Armored Units only

Air Air Air

-

Vs Air Attack only Vs Air Attack only

CHRISTMAS DAY OPTION After Dec 25th the German draws 2 cards per turn, not 3.

GAME DESIGNERS NOTES Every Wargame Designer is required to do a version of the Bulge. I finally got around to it.

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AWAY TEAM SKIRMISH INTRODUCTION Board & card game for 2 players. Abstract skirmish level combat with Star Trek theme. Each figure represents a single man (or alien).

DISCLAIMER Star Trek is a licensed, trademarked, copy-righted property. This is merely a fan site.

VICTORY You win if you kill all opposing men.

THE CARDS Players share a common deck.

THE MAP Use an 8x8 chessboard.

THE MEN Use chits or miniatures to represent men (units). The counters or figs must identify race and officer type.

AWAY TEAMS Each team has 8 men.

TEAM COMPOSITION There are 4 types of teams: Federation Klingon Romulan Borg Each player chooses one type of team at the start of the game.

FEDERATION TEAMS The team has the following composition of races: 3 Humans, 1 Vulcan, 1 Betazoid, 1 Trill, 1 Bolian, and 1 Andorian. The team has the following composition of officers: 1 Command officer 1 Medical officer 1 Science officer 1 Engineering officer

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4 Security officers At the start of the game decide which officers belong to which races.

KLINGON TEAMS All team members are of the Klingon race. The team officer composition is the same as that of the Federation.

ROMULAN TEAMS All team members are of the Romulan race. The team officer composition is the same as that of the Federation.

BORG TEAMS All team members are of the Borg race. There are no officers. All team members are Drones. Borg Drones use all Attack, Tactics, Device, and Skill cards for: Assimilate: Turn adjacent enemy unit into a Borg

SKILL CARDS Skill cards can be used with officers to produce different types of effects: Command officer: Leadership: Draw 2 cards Science officer: Audio Decoy: Negate attack Engineering officer: Bypass Security: Move like a knight in chess Security officer: Unarmed Combat: Attack of Range = 1 Medical officer: Medical Tricorder: Heal wound of adjacent man

TACTICS CARDS Tactics cards can be used with officers to produce different types of effects: Security officer: Marksman: Attack of Range = 5 Medical officer: Neural Disruptor: Attack of Range = 1 Engineering officer: EMP Grenade: Opponent must discard 2 cards Command officer: Strategy: Look at opponents hand Science officer: Holographic Projector: Negate attack

DEVICE CARDS Device cards can be used with officers to produce different types of effects: Medical officer: Hypospray: Heal wound of adjacent man Engineering officer: Remote Mine: Attack of Range = 4 Security officer: Proximity Mine: Attack of Range = 2 Science officer: Tricorder: Look at opponents hand A Command officer: Communicator: Draw 3 cards and discard 2

RACE CARDS Race cards can be used to produce different types of effects: Human: Adaptable: Draw 2 cards and discard 1 Vulcan: Nerve Pinch: Attack of Range = 1 or Mind Meld: Look at opponents hand Trill: Experience: Draw 2 cards Bolian: Strength: Attack of Range = 1 Betazoid: Empathy: Look at opponents hand Andorian: Enhanced Hearing: Look at opponents hand Klingon: Close Combat: Attack of Range = 1 or Toughness: Negate a non-Phaser attack

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Romulan: Cloaking Band: Negate an attack or Cunning: Draw 2 cards and discard 1 Borg: Personal Shield: Negate Phaser Attack

SETUP Players choose their team types. Each player places one man on each square of his back row. Men may not stack.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Tactics Phase Move Phase Fire Phase

TACTICS PHASE Draw 3 cards. Max hand size = 5 cards. If the deck runs out, shuffle the discard and draw from it. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your men. The move card has a number. This is the number of spaces the man moves. Moves can be diagonal or orthogonal. Instead of moving just one man in any direction, you have the option of moving up to 2 men the indicated number of spaces using a single move card.

FIRE PHASE Play (discard) an Attack card to have a man attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. Your opponent may play Defense cards to negate your attacks.

WOUNDS Every time a man is damaged (hit/attacked) flip a coin. On heads the man is killed. (removed from play) On tails the man is wounded. Use counters to identify wounded status. If a man receives 2 wounds, he is killed.

CARD LIST NOTATION M A D S R

= = = = =

Movement Attack Defense Special card Race card

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K = as a Knight would move in Chess # = Copies of that card in the deck Type = Purpose of card

AWAY TEAM CARD LIST Card Name: Hold out Phaser Phaser Phaser Rifle Heavy Phaser Rifle Hand-to-Hand Combat Phaser Overload Concussion Grenade Walk Jog Run Sprint Tactical Transport Maintenance Shaft Dodge Cover Zero-G Maneuver Skill Tactics Device Race

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# 3 4 3 2 5 1 2 5 5 5 5 2 1 2 2 1 3 3 3 6

Range 1 2 3 4 1 2 K 1 2 3 4 5 K -

Type A A A A A A A M M M M M M D D D S S S R

AZTEC SKIRMISH INTRODUCTION Board & card game for 2 players. Battle between Aztecs & Conquistadors. Abstract skirmish level combat. Each figure represents a single man (unit).

VICTORY You win if you kill the opposing Leader.

THE MAP Use an 8x8 chessboard.

THE MEN Use chits or miniatures to represent men.

AZTEC UNIT TYPES # Type Hits 1 War Leader 3 2 Jaguar Knight 2 2 Eagle Knight 2 19 Warrior 1 # = Number of that type of man you start the game with. Hits = Number of Hits that type of unit has.

CONQUISTADOR UNIT TYPES # 1 8 4 2

Type Captain Soldier Horseman Cannon

Hits 3 2 2 2

SETUP The Aztec player places one unit on each square of his back three rows. The conquistador places one unit on each square of his back two rows. Units may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns.

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Each turn has 3 phases: Fate Phase Move Phase Attack Phase

FATE PHASE Draw 3 cards. Max hand size = 5 cards. If the deck runs out, shuffle the discard and draw from it. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your men. The move card has a number. This is the number of spaces the man moves. Moves can be diagonal or orthogonal. “Knight” type move cards allow a man to move like a knight in chess. Instead of moving just one man in any direction, you have the option of moving one or more men forward the indicated number of spaces using a single move card. Horsemen can be moved up twice per turn. Cannons can move a max of 2 spaces per turn.

ATTACK PHASE Play (discard) an Attack card to have a man attack. The attack card has a number. This is the range of the attack. You cannot attack through other units, except for Bows & Atlatl. Attacks can be diagonal or orthogonal. Attacks do one Hit of damage to the target. Use Chits or coins to record damage. A man reduced to zero Hits is killed and removed from the board. Your opponent may play Defense cards to negate your attack. Cannons can only attack using cannon only cards. A canister shot has a range = 2. It does damage to that square, the two Squares on either side, and the square at range = 1. Roundshot travels in a straight line for unlimited range. It does damage to every Unit in every square it passes through.

CARD LIST NOTATION M = Movement A = Attack D = Defense K = as a Knight would move in Chess Type = Purpose of card User = Who can use the card Z = Aztec C = Conquistador E = Either

CARD LIST Card Name: Dagger Blood Sacrifice Spiked Clubs

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# 2 1 2

User E Z Z

Range 1 1

Type A A

Notes Draw 2 cards

Obsidian Spears Atlatl Slings Bows & Arrows Take Captive Padded Armor Battledress Magic Wooden Shields Fighting Skill Steel Swords Muskets Matchlocks Rapiers Steel Breastplates Steel Helmets Pistols Crossbows Canister Shot Round Shot Fear of Horses Lances Pikes Closed Ranks Veteran Soldiers Massacre Gold, God & Glory Maneuver Advance Charge Sprint Gallop

2 2 2 2 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 1 1 2 2 2 1 1 10 8 6 4 2

Z Z Z Z Z Z Z Z Z Z C C C C C C C C C C C C C C C C C E E E E E

1 2 2 2 1 1 1 3 3 1 2 2 x x 1 1 1 1 1 2 3 4 5

A A A A A D D D D A C A A A D D A A A A A A A D D A M M M M M

Vs unit with 1 hit only Lucky Talismans Knights only Soldiers only

Soldiers only Cannons only Cannons only Horsemen only Horsemen only Soldiers only

Draw 2 cards

Horsemen only

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B3- Palace of the Silver Princess Warp Quest Module Introduction This Warp Quest Adventure is adapted from the D&D Basic Adventure Module Palace of the Silver Princess. Dungeons and Dragons and Palace of the Silver Princess are copyright © Wizards of the Coast and are included here under the Fair Use copyright laws. A PDF of Adventure Module is available free from WotC at: http://www.wizards.com/dnd/article.asp?x=dnd/dx20020121x The adventures and special combat resolution rules are modified from the D20 System Reference Document under the Open Gaming License.

Dice and Miniatures You will need a twenty sided die (d20) and a six sided die (d6). You can use Fantasy miniatures or counters to keep track of your characters progress on the board. If the players of this module wish to expand it into a more traditional miniature game, they can assign characters and medium sized miniatures a 6” movement and large creatures a 12” movement, and play out combat on a small battlefield.

Decks There are two module decks that are listed below. The player draws one card from the deck corresponding to the module they are on and then react to the challenge given.

Board The standard Warp Quest map with two modules is used.

Adventurers Each Player chooses 1 character to play. The winner is the player who manages to get his character to the end of module 2 first. If more than one character lands on the same space they may or may not choose to battle.

Level Race Class 1st Level Human Paladin 1st Level Dwarf Fighter 1st Level Aasimar Cleric 276

AC

HP

Att

Dmg

Save

19

2

+3

2

+4

20

3

+3

2

+3

16

2

+2

1

+3

Spells and Abilities Cure Wounds 1

Command 13 (x2); Cure Wounds 1

st

1 Level 17 Human Wizard 1st Level Elf 14 Bard

1

-2

1

+2

1

3

1

+2

(x2) Magic Missile 1; Sleep 13 Charm 16

Spells

(each spell is usable once per adventure; ergo, Command (x2) means two Command spells available) Cure Wounds 1- Heals 1HP Command 13, Fear 16, Sleep 13, Charm 16, Fear 16- Target must roll 1d20 + Save (+2 for monsters). If the modified roll is less than the number stated, that character or monster is defeated. Magic Missile 1- Automatically deals 1 Dmg to Target.

Special Abilities Hide 13- Character or monster must roll 1d20 and add their Save score (+2 for monsters) to the roll. If the modified roll is less than 13, then the character successfully hiding automatically wins initiative and gets Att+2 and Dmg+2 for the duration of that round of combat. Extra Attack- This is the number of additional attacks the character or monster receives each combat round.

Turn Sequence · Players take turns. · Each turn consists of 3 phases: 1. Move Phase 2. Draw Phase 3. Challenge Phase

Move Phase · Roll 1D6. Move that number of spaces towards the end space. · You automatically stop when you enter the end space. · If you are the first to land on the end space your party acquires the Objective. · Once a party has acquired the Objective then all other players may move their parties in either direction on the path. · The party with the Objective must move towards the start space. · The first party with the Objective to reach the start space wins the game.

Draw Phase 277

· If you space in · If you space in

land on an empty spaces 2-15 draw a card from the Module 1 deck. land on an empty spaces 16-29 draw a card from the Module 2 deck.

Challenges Monsters 1. Roll for 1d20 for initiative. Highest number goes first. Reroll ties. 2. Roll 1d20 to hit for character or monster and add its Att score to the roll (Roll for extra attacks as well, if applicable). 3. If the Modified Roll is greater than the target’s AC, then the attack hit. The target subtracts the attackers Dmg score from its HP. · For Characters- If HP is lowered to 0 or less, than the character is defeated and that player is out of the game. If the Dmg is “Poison Gas”, “Venom” or “Paralysis”, then the player must roll 1d20 + the character’s Save. If the modified roll is less than the number given, than the character is defeated and the player is out of the game. · For Monsters- If the Monster’s HP is reduced to 0 or less, than the monster is defeated and the player ends his turn. · After completing the Attack round for the character who won initiative, then #2 and 3 above is repeated for the character who lost initiative.

Traps If a trap card is drawn, then the player must roll for 1d20 and add that character’s Save score to the roll. If the modified roll is less than the number stated, than that character receives the penalty/ damage of that trap.

Treasure If a magic item is drawn, than the player may attach that item to their character, providing it meets the criteria listed.

Module 1: Entrance Level Card Double Portcullis Purple Moss 278

AC

HP

Att

Dmg

11

1

+3

Poison Gas 13

Special Go Back 1d6 spaces

Kobold Cobra Carrion Crawler Candella the Thief Duchess the Thief Bear Cub

13 13 13

1 1 1

+3 +3 +3

1 Venom 13 Paralysis 13

13

1

+3

1

13

1

+3

1

13

1

+3

1

Stone Trap Sword +1

3

Travis the Crazed Mass of Corpses Dagger +2

13

1

+3

Marmoset Monkey Orc Bandit Evil Acolyte

15

2

+5

1

14 14 18

1 1 1

+3 +3 +3

1 1 1

Hide 13; Henchman Hide 13; Henchman Extra Attack (x2) Save 13 Att +1 to Fighter, Paladin or Thief

1 Go back 1d6 spaces Att +1 to Thief or Wizard Extra Attack (x3) Hide 13

Module 2: Upper Level Card Living Statue Hobgoblin Enchanted Great Cat Ubue

AC 16 15 16

HP 2 2 3

Att +4 +4 +4

Dmg 1 2 1

13

3

+4

1

Jupiter Blood Sucker Decapus

15

4

+4

2

15

4

+4

1

3

+4

1 2

3

+4

1

3

+4

1

Poltergeist Trap Catharandamus 18 The Evil Cleric Xyzorn the Evil 18 Dwarf Boron the Evil 18 Dwarf

Special Extra Attack Extra Attack (x2) Extra Attack (x2)

Extra Attack (x8) Save 16 Fear Spell Save 16 or go back 1d6 spaces

279

Werebear

18

4

+5

2

13 13 14

1 1 1

+3 +3 +3

1 1 1

Extra Attack (x2) Charm Save 16 or go back 1d6 spaces

Giant Marble Snake Goblin Berserkers Bandit Sword +2

Hide 13 Att +2 to Fighter, Paladin or Thief Att +1 to Fighter, Paladin or Thief

Sword +1

Optional Rule: Leveling Characters completing the adventure may raise to the next Level:

Level Race Class 1st Level Human Paladin 1st Level Dwarf Fighter 1st Level Aasimar Cleric

AC

HP

Att

Dmg

Save

19

3

+4

2

+4

20

4

+4

2

+3

16

3

+3

2

+4

17

2

-1

1

+2

1st Level Elf 17 Bard

2

4

2

+2

1st Level Human Wizard

280

Spells and Abilities Cure Wounds 1 Courage

Command (x2); Cure Wounds 1 (x2) Magic Missile 1(x2); Sleep 13 Inspire Courage; Sleep 13

BABYLON 5 EMPIRES INTRODUCTION Babylon V Theme. Module for the Warp Empires system. You must use the Warp Empires system to play this game.

DICE Six-sided dice are needed in this scenario.

MAP Spaces are also called Territories or Zones. Over half the territories are empty space. Revenue generating spaces are planetary systems. Other territory types include: Supernovas & Blackholes: No entry possible Nebulas: Ships must stop upon entering Babylon V: Neutral Zone Some systems may begin with Jumpgates.

VICTORY You win if you control over 60% of the systems on the map.

RACES Each player picks a race: The Centauri Empire The Earthforce Alliance The Minbari Federation The Narn Regime

SETUP Each player starts with a Homesystem with 10 random units and a hand of 5 cards. Each Homesytem has a Jumpgate.

UNITS & ACTION DECK Players share a common Action deck and unit chit pile.

DRAW PHASE First discard any cards you don't want. Each player draws 3 action cards. Draw an extra card for each Diplomat you have that is located on an enemy system or Babylon 5. You cannot have more than one Diplomat on a system. Max hand size = 7. Discard excess cards.

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If the deck runs out, shuffle the discard and draw from it.

MOVE PHASE Use Action cards to move stacks or units in stacks. A Fast unit can move 1-3 spaces. A Medium speed unit can move 1-2 spaces. A Slow unit can move 1 space. Leaders must travel with other units. Units can move into but not through opposing stacks. Colonies & Shipyards & Stargates cannot move (Move = 0). Your opponent can only look at the top unit of your stacks You can move your units at a Jumpgate you control to any other Jumpgate you control as a move of 1 space.

EXPLORATION PHASE Include an exploration phase after movement phase. When entering an unexplored system for the first time roll three six sided dice to determine The presence of Resources. 1D6 Resources: Revenue: 1-2 Poor 1 3-4 Moderate 2 5-6 Rich 3

REVENUE PHASE Each system with a colony generates revenue equal to its Resource level. Homesystems generate 10 Revenue points per turn.

RECRUIT PHASE Units must start at your Homeworld or a planet with a Shipyard. You may build a colony on a system you control. A system can have a maximum of 1 colony and 1 shipyard. A system must first have a colony before a shipyard can be built. A system must first have a colony before a Jumpgate can be built.

BATTLE RULES Opposing stacks in the same space do not have to attack each other if they both declare that they are on Diplomatic missions. Treat Leaders like other units with respect to casualties. When attacking a Homesystem controlled by an enemy the defender will get +20 Force. Diplomats cannot attack or be attacked.

UNIT DECK Name Capitol Ship Cruiser Fighter Complement Capable Commander Seasoned Diplomat

# 8 12 16 8 8

OTHER MARKERS 282

Move S M F F

F 10 6 2 10 -

Notes: Ship Ship Fighters Leader Costs 10

Name # Colony x Shipyard x Jumpgate x Control Marker x You can only build a Jumpgate X = as needed

Move F Notes: 5 Costs 5 5 Costs 5 1 Costs 10 if you play a Quantium 40 card.

RACE NOTES The Earthforce Alliance: Special Card: Use as a Peace treaty, Heavy Trade, or Research card Earth Force Fighters have +6 Force The Narn Regime: Special Card: Use as a Steal, Espionage, or Sabotage card All Narn Ships & Fighters have +2 Force The Minbari Federation: Special Card: Use as a Strategic Move, Increase Production, or Security card Minbari Capitol Ships have +4 Force Minbari do not have Cruisers, they treat Cruiser Counters as Capitol Ship counters The Centauri Empire: Special Card: Use as a Diplomacy, Intelligence, or Intrigue card Centauri Capitol & Cruiser Ships have +3 Force

ACTION DECK CARD LIST Card Name Tactical Move Order Strategic Move Order Long Range Barrage Surround Foe Ambush Dogfighting Deception Heavy Weapons Armored Hull Intrigue Sabotage Raiding Espionage Assassination Reconnaissance Special Card The Shadows Emerge Intelligence Security Peace Treaty Diplomacy Steal Critical Hit Point Defense Increase Production Heavy Trade Research Quantium 40 Revolt Intercept Retreat

# 15 6 2 2 2 2 2 2 2 2 2 2 2 2 2 6 1 2 2 2 2 1 1 1 2 2 2 2 1 2 2

Notes Move 1 Stack Move 2 or 3 Stacks Battle: Each ship Gains Force +2 Battle: Each Ftr & ship Gains Force +1 Battle: Gain Force +2D6 Battle: Each Fighter Gains Force +2 Battle: Gain Force +7 Battle: Each Capitol ship gets Force +4 Battle: Gain Force +6 or negate one casualty Take 1 random card from opponent Opponent must discard 2 Cards Opponent generates 5 less Revenue points this turn Look at opponents hand Kill Target Commander or Diplomat Look at target stack Specific to Race Destroy target stack not on Homeworld or B5 Look at next 7 cards in deck Negate an Espionage, Sabotage, Steal, or Recon card Opponent cannot attack you this turn Negate Target Move Take 2 revenue points from target player Battle: Destroy 1 Ship Battle: Destroy 1 Fighter Gain 5 extra Revenue points this turn Gain 1 extra Revenue this turn per system you control Draw 2 cards Needed to build a Stargate Target Non-Homeworld System no revenue 1D6 turns Move 1 Stack any time during opponents Move Phase Battle: Neither side suffers casualties

LINKS Warner Brothers

283

Encyclopedia CCG Component System Review

GAME DESIGNERS NOTES Special thanks to Jason Newell for getting me up to speed on B5.

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BARON MUNCHAUSEN PLAYS CARDS

INTRODUCTION Card game for Aristocratic Adventurers and other Fantasists. Players use melds of cards to retell the tales of the Baron & score points.

VICTORY The first player to score 100 points wins.

THE DECK Players share a common deck. The deck contains 2 copies of each card on the card list. The deck contains 7 card types: M = Dramatic Mood Swings C = Extraordinary Companion R = Romantic Interlude D = Brush with Death X = Exotic Location P = Preposterous Escape E = Envious Enemy In addition, there are 2 Jokers & 2 Fools.

TURN SEQUENCE Each turn has 7 Phases: Fill & Spill Phase Out with the Old & in with the New Phase Bid & Trump Phase Trades & Promises Phase Tricks up the Sleeve Phase Side Bets & Wagers Phase Boast & Toast Phase

FILL & SPILL PHASE 285

Players may fill their hands up to 8 cards. Players must discard down to 10 cards.

OUT WITH THE OLD & IN WITH THE NEW PHASE Players may discard up to 5 cards & draw replacements.

BID & TRUMP PHASE Each player must discard one card. The player(or players if tied) who discarded the card with the highest point value may draw 2 cards or get 7 points.

TRADES & PROMISES PHASE Players may trade cards, points, favors, etc. with each other. Trades must be mutual.

TRICKS UP THE SLEEVE PHASE Players may discard pairs of cards (2 cards exactly the same). For each pair discarded, a player may draw 3 cards.

SIDE BETS & WAGERS PHASE Any player may make any claim whatsoever. Any other player may call his bluff. If a wager is agreed to, the loser must give the winner a random card (or other agreed upon bet).

BOAST & TOAST PHASE A player may make a Boast. A Boast must consist of 7 cards, one of each of the seven types. Jokers & Fools are wild cards and can be used as any card type, but of zero points. The Boaster scores points equal to the total point value of all the cards in the Boast.

CARD LIST Type M M M M M M M C C C C C C C R R R

286

Points 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3

Name: Deepest Despair Aristocratic Aires Charismatic Oratory Supreme Confidence Undaunted Courage State of Bliss Fantastical Inspiration Dancing Bear Bertholdt the Fastest Man Alive Adolphus the Best Shot in the World Gustavus who can Blow Hurricane Winds Albrecht the Strongest Man in the World The Baron's Astonishing Horse Sally Salt Lovely Ladies Seduction The Empress of Russia

R R R R D D D D D D D X X X X X X X P P P P P P P E E E E E E E J J

4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 0 0

The Moon Queen A Single Red Rose The Goddess Venus Dancing on Air Old Age The Executioners Axe Foulest Treachery Assassin Sniper Doctor The Grim Reaper Island made of Cheese The Hollow Earth Inside a Volcano Belly of A Giant Fish The Celestial Spheres The Moon The Surface of the Sun Whirlpool Modicum of Snuff Mechanical Bird Ride Cannonball Impossible Rope Trick Fall Through the Earth Pull Self up by own Hair Unbelievers A Friendly Wager The Turks Vulcan The Sultan The Moon King The Factualist The Joker Ship of Fools

HOUSE RULES House Rules are highly encouraged.

UNGENTLEMANLY CONDUCT RULE Once per game you may steal a random card from your opponents hand.

LINKS Dreams TEABM Trade Cards

287

BASEBALL OUTS INTRODUCTION Card & Dice & Record Keeping game for 2 players Simulation of a Baseball game.

VICTORY Most Runs at the end of 9 Innings wins.

THE DECK Players share a common Event Deck.

DICE Six sided dice (D6) are needed.

PAWNS, TOKENS, MARKERS, & COUNTERS Use Use Use Use

counters to keep track of Runs. pawns to represent the Batter & Runners. tokens to keep track of Outs. markers to keep track of Innings.

THE BOARD Used to keep track of runners. Draw a regular Baseball Diamond.

SETUP Flip a coin to determine who is Home Team and who is the Visiting Team.

RULES OF BASEBALL It is assumed players are familiar with Baseball & the Rules of Baseball. There are 9 Innings. The Visitors bat the first half (The Top) of the Inning. The Team at bat is the Offensive Player. The Team at Field is the Defensive Player. The remaining rules deal with the parts that need to be simulated in a card game format. There are things left unsaid, such as movement of the runners, that should be Intuitive to those familiar with the actual game. Confusions will be addressed in a FAQ’s section after playtesting.

TURN SEQUENCE A Turn represents a single batters turn at bat.

288

Important: A Turn does not correspond to a single pitch, but rather, the The final end result of a Batter’s efforts. Each turn is divided into 3 phases: 1. Draw Phase 2. Batting Phase 3. Fielding Phase

DRAW PHASE Both players draw or are dealt 2 cards from the deck. If the deck runs out, shuffle the discard & draw from it.

BATTING PHASE The Offensive Player rolls 2D6 (2 six-siders added together) To get a Result on the Batting Table. This Roll is called the Batting Roll. The Offensive player may play up to one Hit card and one Batter card to Modify the roll. The Defensive player may play one Pitch card to modify the Roll. Players may also play ‘Effect’ cards to modify the roll. Hit, Batter, Effect, and Pitch cards are collectively referred to as Modifier cards. Modifier cards must be played before the Roll is made. Before any Modifier cards are played, the Offensive Player may play one ‘Automatic Result’ card. If the Offensive player doesn’t play an Automatic Card, the Defensive player may play one Automatic card. Automatic cards provide a particular outcome instead of making the Batting Roll. Played cards are always immediately discarded.

BATTING TABLE 2D6 Result: Notes: 2-6 Out Batter is either Struck out or Fielded out 7 Ball Roll Again 8-9 Single Place the Batter Pawn on 1st Base 10 Double Place the Batter Pawn on 2nd Base 11 Triple Place the Batter Pawn on 3rd Base 12+ Home Run Homer Note: Base Hits will cause Runners already on base to be moved forward.

FIELDING PHASE The Defensive Player may play one Fielding card. If the Defensive player did not play a Fielding card, the Offensive Player may play one fielding card. Maximum hand size is seven cards. Discard excess cards at the end of this phase.

CARD LIST NOTATION H = Hit P = Pitch B = Batter E = Effect F = Fielding A = Automatic Result. Do not Roll on the Batting Table. X = Special BR = Batting Roll

289

EVENT DECK CARD LIST Card Name: Fast Ball Curve Ball Knuckle Ball Slider Breaking Ball Change Up Sinker Spit Ball Strike Slugger Pinch Hitter Switch Hitter Clean Up Hitter Designated Hitter Top of the Line-up Heavy Hitter Lead Off Hitter Big League Hitter Line Drive Ground ball Base Hit Fair Ball Fly Ball Bunt Gap Hit Texas Leaguer Error Steal Walk Over the Fence Beaned Safe Relief Pitcher Brush Back Relay Ball Bullpen Warm-up Ace Sacrifice Fly Sacrifice Bunt Caught Stealing Foul Ball Foul Tip Double Steal Single Double Triple Double play Around the Horn Force Out Triple Play Tag Out Pick Off Runner Fly Out Circus Catch Infield Fly Strike Out Grand Slam Ground Rule Double Hit & Run Wild Pitch Hot Box Interference

290

# 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 1 1 1 1 1 1 1 1 1 1 1 2 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Type P P P P P P P P P B B B B B B B B B H H H H H H H H E F A A A E E E E E E A A F X X F A A A A A A A F F A A A A A A F F F F

Notes BR –1 (Heater) BR –1 (Uncle Charlie) BR –1 BR –1 BR –1 (Cutter) BR –1 (Slow Pitch) BR –1 (Fork Ball) BR –1 (Illegal) BR –1 BR +1 BR +1 BR +1 BR +1 BR +1 BR +1 BR +1 BR +1 BR +1 BR +1 BR +1 BR +1 BR +1 BR +1 BR +1 BR +1 BR +1 (Between Infielders & Outfielders) BR +1 Move 1 Runner forward 1 Base Batter goes to 1st Base (Base on Balls) Batter gets a Homerun (Homer) Batter goes to 1st Base (Hit by Pitch) BR +1 BR –1 BR –1 BR –1 BR –1 BR –1 (Club’s Best Starting Pitcher) All Runners move forward 1 base. Batter is Out All Runners move forward 1 base. Batter is Out Target Runner is Out Reroll BR right after it is made Reroll BR right after it is made Move 2 Runners forward 1 base Batter goes to 1st Base Batter goes to 2nd Base Batter goes to 3rd Base Batter & Runner are Out Batter & Runner are Out (Double Play) Runner is Out if Batter makes it to Base Batter & 2 Runners are Out Runner is Out Runner is Out Batter is Out Batter is Out (Outstanding Catch) Batter is Out Batter is Out (Caught Looking) Batter gets Homerun if Bases are Loaded Batter goes to 2nd Base Move 1 Runner forward 1 Base Move 1 Runner forward 1 Base (Passed Ball) Target Runner is Out (Run Down) Redo the whole Turn

Squeeze Play 1 Greenlight 1 Base Coach 1 # = copies of card in deck

F X X

Runner on 3rd Base steals Home Draw 2 Cards in Draw Phase Draw 2 Cards in Draw Phase

BASEBALL TERMINOLOGY LINKS http://open-site.org/Sports/Baseball/Terminology/full-index.html http://www.worldonlinegambling.com/baseball_terminology.htm http://www.stealers.net/baseball_speak.htm http://www.sportfanatics.net/Articles/Baseball/Baseball_Definitions.htm

GAME DESIGNERS NOTES Be sure to sing the Star Spangled Banner First. Peanuts & Crackerjacks are optional.

291

BATMAN INTRODUCTION Card game for 2 players. One Player is Batman, the other is the Nemesis player

THE DECKS The The The The The

Batman player uses the Batman Deck. Nemesis player has 3 decks: Villains Deck Location Deck Action Deck

OBJECT The first player to accumulate 10 Victory points wins.

TURN SEQUENCE Each turn consists of 5 phases: Draw Phase Crime Phase Hunt Phase Confrontation Phase Victory Phase

DRAW PHASE Players first discard down to 3 cards. Both players fill their hands to 7 cards from their own decks. The Nemesis player must draw 1 Villain card and 1 Location card, the remainder may be from the Action deck. If a players deck runs out, shuffle the discard and draw from it.

CRIME PHASE The Nemesis player plays one Villain card to the table face up and one Location card face down.

HUNT PHASE The Batman player must guess the Location card (there are 5). If he is wrong, he may discard a clue card to guess again. If he cannot guess it, the Nemesis player gains the advantage. If he does guess it, Batman gains the advantage.

CONFRONTATION PHASE All cards with a number value are called Force cards. Both players play all their force cards to the table simultaneously. The Batman player can only play:

292

one ‘Batman’ one ‘Robin’ one 'Bat Girl' and one ‘Bat Vehicle’ card. When certain cards are played, this causes other specific opposing cards to be discarded. For example: If the Batman player plays antidote, or gas mask, this causes all gas cards and poison cards to be discarded. Each player adds up his cards numbers to get his Force Total. The side with the Advantage gets +15 to his Force Total. Compare totals. The higher total wins. Flip a coin to resolve ties.

VICTORY PHASE The winner of the confrontation gets a victory point (VP). If the Nemesis won and he had a crime card out, he gains 2 more VP. If Batman wins by more than double the Force, or he wins and then plays a capture card, he gains 2 more VP. If the Nemesis negates the capture card, Batman may play another. Discard all played cards.

BATMAN DECK CARD LIST Card Name: Batman Batman Batman Batman Batman Batman Batman Batman Bat Girl Bat Girl Bat Girl Robin Robin Robin The Dynamic Duo Batglider Batsub Batcycle Batmobile Batcopter Batwing Net Batarang Grappling Hook Batcuffs Bat Shurikens Smoke Pellets Rebreather Antidote Caltrop Spikes Bat Cave Bat Computer Athletics Gymnastics Alfred the Butler Bolos Shadows Darkness Wayne Enterprises Bat Signal Viki Vale Detective Skills Comissioner Gordon

Force 8 9 10 11 12 13 14 15 6 7 8 5 6 7 21 3 4 5 6 7 8 2 2 3 2 4 4 2 1 2 4 5 2 4 5 -

Notes (Sub title): Bruce Wayne - Socialite Millionaire Boxer & Acrobat Scientist Master of Disguise Detective Code of Justice Master of Martial Arts The Dark Knight Barbara Gordon Gymnast Innovative Detective Work Dick Grayson Trapeeze Artist The Boy Wonder Considered both a Batman and a Robin card Bat Vehicle Bat Vehicle Bat Vehicle Bat Vehicle Bat Vehicle Bat Vehicle Capture Capture Capture Capture Negate Gas, Poison Negate Gas, Poison Capture Clue Clue Clue; Ex-British Secret Agent Capture Draw 3 cards Clue Clue; Reporter, Love Interest Clue Clue

293

Eye Witness Calling Card Modus Operandi Routine Bat Patrol Criminology Cryptic Message Surprise Forensics Gotham City Police Utility Belt Bat Senses Scale Buildings Disarm Superhero Bulletproof Costume Security

6 5 3 5 3 1 7 3 1

Clue; Innocent Bystander Clue Clue Clue Clue Clue Clue Capture Clue Negate Weapon Negate Firearms Negate Trap

VILLAINS DECK CARD LIST Card Name: Man Bat Scarecrow Poison Ivy Cat Woman Harley Quinn Riddler Joker Two Face Penguin Mr. Freeze The Mad Hatter The Ventriloquist Clayface Killer Croc

Force 5 3 4 5 6 7 7 4/10 8 9 4 2 6 7

Notes (Sub title): Villain; Scientist Kirk Langstrom Villain; Jonathan Crane Villain; Pamela Lillian Isley Villain; Mutual attraction with Batman Villain; Jokers Girlfriend Villain; Computer and electronics genius Villain; Clown Prince of Crime Villain; Flip a coin to determine Force Villain; Oswald Cobblepot Villain; Dr.Victor Fries Villain; Villain; Villain; Villain;

LOCATION DECK CARD LIST Card Name: Force Notes (Sub title): Hideout 5 Location Crime Spree 3 Location Next Logical Target 2 Location On the Run 4 Location Incognito 1 Location Note: the deck contains 2 of each card

ACTION DECK CARD LIST Card Name: Wild Animals Laughing Gas Freeze Ray Fear Gas Deadly Umbrella Dynamite Hand Grenade Molitov Cocktail Ninja Hoodlums Clowns Freaks Street Gang Acid

294

Force 4 3 6 4 5 4 3 2 5 1 3 4 2 3

Notes (Sub title): +3 if paired with Cat Woman Trap, +3 if paired with Joker; Smilex Weapon, +3 if paired with Mr, Freeze Trap, +3 if paired with Scarecrow Weapon, +3 if paired with the Penguin Trap Weapon Weapon Thugs Thugs, +3 if paired with Two-Face Thugs, +3 if paired with Joker Thugs, +3 if paired with Penguin Thugs Trap

Whip Trip Wire Guillotine Revenge Hijacking Blackmail Bank Robbery Arson Hostages Bomb Threat Lab Break In Jewelry Heist Art Theft Kidnapping Cat Burglary Trap Door Laser Gun Rocket Launcher Helicopter Red Herring Wild Goose Chase Ambush Cage Conveyor Belt Firearms Knockout Gas Mind Control Sword Game of Cat & Mouse Disguise Fun House Mirrors Misdirection Criminally Insane Escape Arkham Asylum Criminal Mastermind

2 1 3 4 2 4 5 2 1 1 4 5 6 4 3 5 1 2 4 2 3 4 7

Weapon, +3 if paired with Cat Woman Trap, Negate Capture Trap +3 if paired with Two-Face Crime Crime Crime, +1 VP if paired with Two-Face Crime Crime Crime, +1 VP if paired with Riddler Crime, +1 VP if paired with Mr. Freeze Crime, +1 VP if paired with Harley Quinn Crime, +1 VP if paired with Joker Crime Crime, +1 VP if paired with Cat Woman Negate Capture Weapon Weapon Negate Capture Negate Clue Negate Clue Trap Trap Trap Weapon, +3 if paired with Two-Face Trap Weapon Negate Clue Trap, +3 if paired with Joker Trap Negate Capture Can only be played with a Villain of 7+ Force

LINKS Batman the Animated Series

DISCLAIMER ‘Batman’ is a copyrighted/trademarked property. This is just a fan site.

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BATTLE DICE ADDITIONAL RULES Quests & Artifacts by Dave Sanborn [email protected] Before rolling on a given turn, a player may announce that he's questing. He may select as many dice as he wants to form a "questing party", and the rest of the dice act as his army. The army is rolled as per the standard rules against the opposing player's army. If a player has dedicated dice to his questing party on a given turn, and his army is wiped out in that turn, then the game is over and the player loses. Army casualties may never be applied to dice in the questing party, and vice versa. Dice used for initially forming a questing party may only consist of Infantry, Archers, and Mages. Cavalry, Generals, and Monsters may not go on quests, and must always stay with the army. If a player wishes an Artifact to accompany the quest, he may add it to the questing party, keeping in mind the specific rules for its use (more on Artifacts later). The opposing player acts as the "Dungeon Master" (for lack of a better term), and constructs an encounter roster for the questing player to face. The DM player selects a number of dice (NOT from his own army) equal to the number of dice in the questing player's party. The encounter roster may contain Infantry, Archers, Mages, and Monsters, though Monsters must be purchased on a one-for-two basis. The two players conduct combat as per the normal rules, keeping in mind that Tactics and Maneuver rules don't change (though it will be difficult for either player to generate Tactics and Maneuver points). If a mage rolls on the spell-effects table, and rolls a '6' (the Summon spell) the player may add ANY type of dice to his party, INCLUDING Cavalry, Generals, and Monsters. If either army is destroyed or routs (after a morale check) the quest is over. If the questing player still has non-Artifact units left in his questing party at this point (whether his party routed or he won), he may return ALL dice in his questing party to his army. If only Artifacts are left, they are considered lost, and may NOT be returned to the questing player's army. The DM player may NEVER add the contents of the encounter roster to his own army. Should the questing player win, he rolls on the following Artifact Table to determine which Artifact he has procured. Artifacts are dice which are rolled in battle which give some kind of positive bonus. Some Artifacts have restrictions on them (other dice must exist in the party/army, can only be used once, etc.) which are explained in the following section. When using Artifacts, keep in mind the logical limits to their use (for example, if you only have one Infantry unit, that Infantry unit CANNOT use more than one magic sword at the same time, or multiple shields; a single Mage unit COULD NOT use two wands at once). Also keep in mind that effects are NOT cumulative, except where noted (if you have two Infantry units, and two Swords + 1, each Infantry unit would be eligible for a +1 modifier; you could not apply a +2 modifier to a single unit).

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ARTIFACT TABLE 1d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Artifact: Gold Cache (Hire Troops) Wand of Healing Wand of Resurrection Sword + 1 Shield + 1 Bow + 1 Banner of Bravery (bonus on morale) Sword + 2 (+2 to infantry) Shield + 2 (-2 from enemy dice) Bow + 2 (+2 on archery) Scroll of Summoning (Summon Monsters) Staff of Wizardry (+2 on magic) Wings of the Pegasii (+2 on maneuver) Crown of Command (+2 on tactics) Orb of the Archmagi (one up or one down on spell effects table) Orb of Kings (one up or one down on tactics result table) Orb of Legions (one up or one down on maneuver table) Wand of Death (instant death result) Sword + 3 Bow + 3

GOLD CACHE 1d4 1 consist of any 2 consist of any 3 consist of any 4 consist of any Note: The Gold

Effect Notes Small Cache May immediately hire type except Monsters. Medium Cache May immediately hire type except Monsters. Large Cache May immediately hire type except Monsters. Mother lode May immediately hire type except Monsters. Cache is ALWAYS discarded after one use.

one unit. This unit may 1d4 units. These units may 1d6 units. These units may 2d4 units. These units may

WAND OF HEALING 1d4 Effect 1 No Charges Left 2-3 No Effect 4 Healing killed this turn Note: You must have at least one Mage Healing.

Notes Discard Artifact Overturn the death of any one unit that has been unit in your army/party in order to use a Wand of

WAND OF RESURRECTION 1d4 Effect 1 No Charges Left 2-4 Resurrection killed this turn Note: You must have at least one Mage Resurrection.

Notes Discard Artifact Overturn the death of any one unit that has been unit in your army/party in order to use a Wand of

SWORD + 1 1d4 1-2

Effect No Effect

Notes -

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3-4 Magic Attack Add one to the roll of a single Infantry unit this turn Note: You must have at least one Infantry unit in your army/party in order to use a Sword + 1

SHIELD + 1 1d4 Effect Notes 1-2 No Effect 3-4 Magic Defense Subtract one from the roll of a single enemy Infantry or Archer unit this turn Note: You must have at least one Infantry unit in your army/party in order to use a Shield + 1.

BOW + 1 1d4 1-2 3-4 turn. Note: You must 1.

Effect No Effect Magic Missile

Notes Add one to the roll of a single Archer unit this

have at least one Archer unit in your army/party in order to use a Bow +

BANNER OF BRAVERY 1d4 Effect Notes 1-2 No Effect 3 Rally Subtract one from the number of dice which show a '2' or '3' during a Morale Check 4 Inspire Subtract two from the number of dice which show a '2' or '3' during a Morale Check Note: You must have at least one General unit in your army/party in order to use a Banner of Bravery. If you have multiple Generals, and multiple Banners, the effects ARE cumulative.

SWORD + 2 1d4 1-2 3 this turn 4 this turn Note: You must Sword + 2

Effect No Effect Magic Attack

Notes Add one to the roll of a single Infantry unit

Magic Attack

Add two to the roll of a single Infantry unit

have at least one Infantry unit in your army/party in order to use a

SHIELD + 2 1d4 Effect Notes 1-2 No Effect 3 Magic Defense Subtract one from the roll of a single enemy Infantry or Archer unit this turn 4 Magic Defense Subtract two from the roll of a single enemy Infantry or Archer unit this turn Note: You must have at least one Infantry unit in your army/party in order to use a Shield + 2.

BOW + 2 298

1d4 1-2 3 turn 4 turn Note: You must 2.

Effect No Effect Magic Missile

Notes Add one to the roll of a single Archer unit this

Magic Missile

Add two to the roll of a single Archer unit this

have at least one Archer unit in your army/party in order to use a Bow +

SCROLL OF SUMMONING 1d4 Effect Notes 1 Battlecry May immediately hire 1d4 units. consist of any type except Monsters. 2 Minor Conjuration May immediately hire 1d4 units. consist of any type. 3 Major Conjuration May immediately hire 1d6 units. consist of any type. 4 Call of the Hordes May immediately hire 2d4 units. consist of any type. Note: The Scroll of Summoning is ALWAYS discarded after one use. You must have at least one Mage unit in your army/party in order to use a Scroll of Summoning.

These unit may These units may These units may These units may

STAFF OF WIZARDRY 1d4 1-2 3 turn 4 turn Note: You must of Wizardry.

Effect No Effect Power

Notes Add one to the roll of a single Mage unit this

Power

Add two to the roll of a single Mage unit this

have at least one Mage unit in your army/party in order to use a Staff

WINGS OF THE PEGASII 1d4 Effect Notes 1-2 No Effect 3 Flight Add one to the roll of a single Cavalry unit this turn 4 Flight Add two to the roll of a single Cavalry unit this turn Note: You must have at least one Cavalry unit in your army/party in order to use the Wings of the Pegasii.

CROWN OF COMMAND 1d4 1-2 3 turn 4 turn Note: You must order to use a

Effect No Effect Leadership

Notes Add one to the roll of a single General unit this

Leadership

Add two to the roll of a single General unit this

have at least one General unit in your army/party in Crown of Command

ORB OF THE ARCHMAGI 1d4

Effect

Notes

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1-2 No Effect 3-4 Omniscience Effects Table result, by either subtracting one, or Note: You must have at least one Mage order to use an Orb of the Archmagii.

The orb can be used to manipulate one Magic adding one. unit in your army/party in

ORB OF KINGS 1d4 Effect Notes 1-2 No Effect 3-4 Foresight The orb can be used to manipulate one Tactics Effect Table result, by either subtracting one, or adding one. Note: You must have at least one General unit in your army/party in order to use an Orb of Kings.

ORB OF LEGIONS 1d4 Effect Notes 1-2 No Effect 3-4 Intuition The orb can be used to manipulate one Maneuver Effect Table result, by either subtracting one, or adding one. Note: You must have at least one Cavalry unit in your army/party in order to use an Orb of Legions.

WAND OF DEATH 1-2 3 4 Note: You must order to use a

No Charges Left Discard Artifact No Effect Death Kill one enemy unit this turn. have at least one Mage unit in your army/party in Wand of Death.

SWORD + 3 1d4 1 2 this turn 3 this turn 4 this turn Note: You must Sword + 3

Effect No Effect Magic Attack

Notes Add one to the roll of a single Infantry unit

Magic Attack

Add two to the roll of a single Infantry unit

Magic Attack

Add three to the roll of a single Infantry unit

have at least one Infantry unit in your army/party in order to use a

BOW + 3 1d4 1 2 turn 3 turn 4 this turn Note: You must 3.

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Effect No Effect Magic Missile

Notes Add one to the roll of a single Archer unit this

Magic Missile

Add two to the roll of a single Archer unit this

Magic Missile

Add three to the roll of a single Archer unit

have at least one Archer unit in your army/party in order to use a Bow +

Return to Battle Dice Main Ruleset

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BATTLE DICE INTRODUCTION A two player game of Fantasy battles using Dice to represent individual units.

OBJECT Play continues until one side routs or is utterly destroyed.

DICE Dice are also referred to as troops and units.

UNITS Dice: 1D4 1D6 1D8 1D10 1D12 1D20

Unit Type: General Infantry Archers Cavalry Mages Monster

Includes: Leader, Warlord Pikes, Swordsmen Skirmishers, Slingers, Missile troops, Catapults Chariots, Elephants, Knights Wizards, Spell casters, Clerics Dragons, Giants, Warriors

Dice = Type of die used to represent the indicated unit type.

SETUP Both players must use an equal number of dice. The types of dice each player picks may be different. A Player may only pick one type of monster. Example: Both players have 20 point armies (Both are using 20 dice) Player A has 2 Generals, 4 Monsters (Dragons), 2 Mages, and 4 each of Archers, Cavalry, and Infantry. Player B has 1 General, 2 Monsters (Archmages), 6 Mages, 6 Archers, and 5 Infantry.

CASUALTIES A player always decides which of his units have been destroyed.

SIMULTANEOUS PLAY Players take their turns and phases at the same time. All units that can act in a phase may do so, even if they are destroyed during that phase.

TURN SEQUENCE 302

Each turn consists of 8 phases: 1. 2. 3. 4. 5. 6. 7. 8.

Roll Phase Monster Phase General Phase Magic Phase Maneuver Phase Missile Phase Melee Phase Morale Phase

ROLL PHASE Both players roll all of their dice.

MONSTER PHASE Look at the results of all of the D20's. On a roll of 1 or 2 the Monster leaves the battle. (is considered destroyed) Any roll of 13-16 destroys one opposing monster. Any roll of 17-20 will provide 1 Monster point. For each Monster point roll once on a Monster Table. All Monster tables are unique. You can only use the one Table that corresponds to the monsters you picked in setup. Sample Monster tables are given at the end of the rules.

GENERAL PHASE Look at the results of all of the D4's. Any roll of 4 will provide 1 Tactics point. Compare the Tactics point totals of both players. The player with fewer Tactics points loses all their Tactics points. The player with more Tactics points subtracts the losers total from his total. The winner gets to roll once on the Tactics effect table for each Tactics point he has left.

TACTICS EFFECT TABLE 1D6 1 2 3 4 5 6

Effect: Superior Tactics Leadership Lead the Charge Direct the Fire Rally Troops Gain Initiative

Notes: Gain 1D3 maneuver points. Morale total +1D6 Infantry also hit on rolls of "4" this turn. Missile units also hit on rolls of "6" this turn. Restore 1D6 dice that have been destroyed. Your hits are resolved first in either Missile or Melee phase*

* The player picks which phase.

MAGIC PHASE Look at the results of all of the D12's. Any roll of 10 - 12 will provide 1 Spell point. Compare the Spell point totals of both players. The player with fewer spell points loses all their spell points. 303

The player with more spell points subtracts the losers total from his total. The winner gets to roll once on the Spell effect table for each spell point he has left.

SPELL EFFECT TABLE 1D10 1 2 3 4 5 6 7 8 9 10

Effect: Elemental Attack Healing Haste Ensorcelled Control Summon Death Fear Immobilize Command

Notes: Kill 1D3 enemy dice Restore 1D3 friendly dice that have been destroyed Roll on the Maneuver effect table Set 1D6 enemy dice to "1" Take control of one enemy die of your choice Gain 1D3 new dice of one type Kill one enemy die of your choice Enemy Morale Total -1D6 Enemy loses 1D3 Maneuver points Roll on the Tactics effect table

MANEUVER PHASE Look at the results of all of the D10's. Any roll of 8 - 10 will provide 1 Maneuver point. Compare the Maneuver point totals of both players. The player with fewer Maneuver points loses all their maneuver points. The player with more Maneuver points subtracts the losers total from his total. The winner gets to roll once on the Maneuver effect table for each Maneuver point he has left.

MANEUVER EFFECT TABLE 1D10 1-2 3-4 5-6 7-8 9-10

Effect Charge Outflank Encircle Withdraw Pick Result

Notes Kill 1D3 enemy dice Set 1D3 enemy dice to "1" Enemy morale -1D6; Also gain 1 Maneuver point next turn. Negate the next 1D3 casualties

MISSILE PHASE Look at the results of all of the D8's. Any roll of 7 or 8 will cause the destruction of 1 enemy die.

MELEE PHASE Look at the results of all of the D6's. Any roll of 5 or 6 will cause the destruction of 1 enemy die. 304

MORALE PHASE Both sides must keep tract of how many casualties they sustained each turn. The side that lost more units this turn must check morale. That player must look at all of his remaining dice and count up all of the rolls of "2" and "3". If this total is less than the number of casualties the player received this turn, the army routs.

SAMPLE MONSTER TABLES DRAGON 1D6 1 2 3 4 5 6

Effect Fire breath Claws Fangs Tail Wings Scales

Notes Destroy 1D3 enemy dice in Missile Phase Destroy 1D3 enemy dice in Melee Phase Destroy 1D3 enemy dice in Melee Phase Set 1D3 enemy dice to "1" Gain 1D3 Maneuver points. Negate the next 1D3 casualties inflicted by opponent.

GIANT 1D10 1-2 3-4 5-6 7-8 9-0

Effect Throw Boulder Giant Club Stomp Long Legs Thick Hide

Notes Destroy 1D3 enemy dice in Missile Phase Destroy 1D3 enemy dice in Melee Phase Destroy 1D3 enemy dice in Melee Phase Gain 1D3 Maneuver points. Negate the next 1D3 casualties inflicted by opponent.

MEDUSA 1D6 1-4 5 6

Effect Petrifaction Poison Magic

Notes Destroy 1D3 enemy dice in Missile Phase Destroy 1D3 enemy dice in Melee Phase Gain 1D3 Magic points.

JUGGERNAUGHT 1D6 1 2 3-4 5 6

Effect Giant Ram Catapults Heavy Armor Wheels Crush

Notes Destroy 1D3 enemy dice in Melee Phase Destroy 1D3 enemy dice in Missile Phase Negate the next 1D3 casualties inflicted by opponent. Gain 1D3 Maneuver points Destroy 1D3 enemy dice in Melee Phase

WARRIOR 1D8 1 2 3 4

Effect Charisma Magic Item Rider Swordplay

Notes Gain 1D3 Tactics points. Gain 1D3 Magic points. Gain 1D3 Maneuver points. Destroy 1D3 enemy dice in Melee Phase 305

5 6 7 8

Bow Courage Shield Strength

Destroy 1D3 enemy dice in Missile Phase Morale total +1D6. Negate the next 1D3 casualties inflicted by opponent. Destroy 1D3 enemy dice in Melee Phase

Effect Assassinate Backstab Daggers Sabotage Stealth Confuse

Notes Kill one enemy unit of your choice Destroy 1D3 enemy dice in Melee Phase Destroy 1D3 enemy dice in Missile Phase Opponent loses 1D3 Tactics points Negate the next 1D3 casualties inflicted by opponent. Set 1D3 enemy dice to "1"

ROGUE 1D6 1 2 3 4 5 6

ARCHMAGE 1D6 1-4 5-6

Effect Spell Magiks

Notes Roll once on the Spell effect table Gain 1D3 Spell points

UNICORN 1D6 1 2-3 4 5-6

Effect Teleport Gallop Horn Enchantment

Notes Gain 1D3 Maneuver points Gain 1D3 Maneuver points Destroy 1D3 enemy dice in Melee Phase Gain 1D3 Spell points

VAMPIRE 1D6 1 2 3 4 5 6

Effect Fly Drain Claws Undead Fear Dark Powers

Notes Gain 1D3 Maneuver points Kill 1 enemy unit in melee phase & gain 1 vampire unit Destroy 1D3 enemy dice in Melee Phase Negate the next 1D3 casualties Enemy Morale -1D6 Gain 1D3 Spell points

ELF LORD 1D6 1-2 3-4 5-6 7-8

Effect Magery Command Blades Bow

Notes Gain 1D3 Spell points Gain 1D3 Tactics points Destroy 1D3 enemy dice in Melee Phase Destroy 1D3 enemy dice in Missile Phase

ORC CHIEFTAN 1D8 1-2 3-4 306

Effect Forced March Command

Notes Gain 1D3 Maneuver points Gain 1D3 Tactics points

5-6 7-8

Battle Frenzy Shaman

Destroy 1D3 enemy dice in Melee Phase Gain 1D3 Spell points

DWARF LORD 1D6 1-2 3-4 5-6 7-8

Effect Berserker Command Martyr Mithril Armor

Notes Destroy 1D3 enemy dice in Melee Phase Gain 1D3 Tactics points Morale total +1D6 Negate the next 1D3 casualties

KNIGHT 1D6 1-2 3-4 5-6 7-8

Effect Equestrian Command Sword & Lance Shield & Armor

Notes Gain 1D3 Maneuver points Gain 1D3 Tactics points Destroy 1D3 enemy dice in Melee Phase Negate the next 1D3 casualties

BARBARIAN 1D6 1-3 4-6

Effect Berserker Rage Bravery

Notes Destroy 1D3 enemy dice in Melee Phase Morale total +1D6

GAME DESIGNERS NOTES More 'Monster' types are certainly possible. You could do more than one monster type per army if you have 20 siders of different colors.

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BATTLE DICE INTRODUCTION A two player game of Fantasy battles using Dice to represent individual units.

OBJECT Play continues until one side routs or is utterly destroyed.

DICE Dice are also referred to as troops and units.

UNITS Dice: 1D4 1D6 1D8 1D10 1D12 1D20 Dice =

Unit Type: Includes: General Leader, Warlord Infantry Pikes, Swordsmen Archers Skirmishers, Slingers, Missile troops, Catapults Cavalry Chariots, Elephants, Knights Mages Wizards, Spell casters, Clerics Monster Dragons, Giants, Warriors Type of die used to represent the indicated unit type.

SETUP Both players must use an equal number of dice. The types of dice each player picks may be different. A Player may only pick one type of monster. Example: Both players have 20 point armies (Both are using 20 dice) Player A has 2 Generals, 4 Monsters (Dragons), 2 Mages, and 4 each of Archers, Cavalry, and Infantry. Player B has 1 General, 2 Monsters (Archmages), 6 Mages, 6 Archers, and 5 Infantry.

CASUALTIES A player always decides which of his units have been destroyed.

SIMULTANEOUS PLAY Players take their turns and phases at the same time. All units that can act in a phase may do so, even if they are destroyed during that phase.

TURN SEQUENCE Each turn consists of 8 phases: 1. Roll Phase 2. Monster Phase 3. General Phase 4. Magic Phase 5. Maneuver Phase

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6. Missile Phase 7. Melee Phase 8. Morale Phase

ROLL PHASE Both players roll all of their dice.

MONSTER PHASE Look at the results of all of the D20's. On a roll of 1 or 2 the Monster leaves the battle. (is considered destroyed) Any roll of 13-16 destroys one opposing monster. Any roll of 17-20 will provide 1 Monster point. For each Monster point roll once on a Monster Table. All Monster tables are unique. You can only use the one Table that corresponds to the monsters you picked in setup. Sample Monster tables are given at the end of the rules.

GENERAL PHASE Look at the results of all of the D4's. Any roll of 4 will provide 1 Tactics point. Compare the Tactics point totals of both players. The player with fewer Tactics points loses all their Tactics points. The player with more Tactics points subtracts the losers total from his total. The winner gets to roll once on the Tactics effect table for each Tactics point he has left.

TACTICS EFFECT TABLE 1D6 Effect: Notes: 1 Superior Tactics Gain 1D3 maneuver points. 2 Leadership Morale total +1D6 3 Lead the Charge Infantry also hit on rolls of "4" this turn. 4 Direct the Fire Missile units also hit on rolls of "6" this turn. 5 Rally Troops Restore 1D6 dice that have been destroyed. 6 Gain Initiative Your hits are resolved first in either Missile or Melee phase* * The player picks which phase.

MAGIC PHASE Look at the results of all of the D12's. Any roll of 10 - 12 will provide 1 Spell point. Compare the Spell point totals of both players. The player with fewer spell points loses all their spell points. The player with more spell points subtracts the losers total from his total. The winner gets to roll once on the Spell effect table for each spell point he has left.

SPELL EFFECT TABLE 1D10 1 2 3 4 5

Effect: Elemental Attack Healing Haste Ensorcelled Control

Notes: Kill 1D3 enemy dice Restore 1D3 friendly dice that have been destroyed Roll on the Maneuver effect table Set 1D6 enemy dice to "1" Take control of one enemy die of your choice

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6 7 8 9 10

Summon Death Fear Immobilize Command

Gain 1D3 new dice of one type Kill one enemy die of your choice Enemy Morale Total -1D6 Enemy loses 1D3 Maneuver points Roll on the Tactics effect table

MANEUVER PHASE Look at the results of all of the D10's. Any roll of 8 - 10 will provide 1 Maneuver point. Compare the Maneuver point totals of both players. The player with fewer Maneuver points loses all their maneuver points. The player with more Maneuver points subtracts the losers total from his total. The winner gets to roll once on the Maneuver effect table for each Maneuver point he has left.

MANEUVER EFFECT TABLE 1D10 1-2 3-4 5-6 7-8 9-10

Effect Charge Outflank Encircle Withdraw Pick Result

Notes Kill 1D3 enemy dice Set 1D3 enemy dice to "1" Enemy morale -1D6; Also gain 1 Maneuver point next turn. Negate the next 1D3 casualties

MISSILE PHASE Look at the results of all of the D8's. Any roll of 7 or 8 will cause the destruction of 1 enemy die.

MELEE PHASE Look at the results of all of the D6's. Any roll of 5 or 6 will cause the destruction of 1 enemy die.

MORALE PHASE Both sides must keep tract of how many casualties they sustained each turn. The side that lost more units this turn must check morale. That player must look at all of his remaining dice and count up all of the rolls of "2" and "3". If this total is less than the number of casualties the player received this turn, the army routs.

SAMPLE MONSTER TABLES DRAGON 1D6 1 2 3 4 5 6

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Effect Fire breath Claws Fangs Tail Wings Scales

Notes Destroy 1D3 enemy dice in Missile Phase Destroy 1D3 enemy dice in Melee Phase Destroy 1D3 enemy dice in Melee Phase Set 1D3 enemy dice to "1" Gain 1D3 Maneuver points. Negate the next 1D3 casualties inflicted by opponent.

GIANT 1D10 1-2 3-4 5-6 7-8 9-0

Effect Throw Boulder Giant Club Stomp Long Legs Thick Hide

Notes Destroy 1D3 enemy dice in Missile Phase Destroy 1D3 enemy dice in Melee Phase Destroy 1D3 enemy dice in Melee Phase Gain 1D3 Maneuver points. Negate the next 1D3 casualties inflicted by opponent.

MEDUSA 1D6 1-4 5 6

Effect Petrification Poison Magic

Notes Destroy 1D3 enemy dice in Missile Phase Destroy 1D3 enemy dice in Melee Phase Gain 1D3 Magic points.

JUGGERNAUGHT 1D6 1 2 3-4 5 6

Effect Giant Ram Catapults Heavy Armor Wheels Crush

Notes Destroy 1D3 enemy dice in Melee Phase Destroy 1D3 enemy dice in Missile Phase Negate the next 1D3 casualties inflicted by opponent. Gain 1D3 Maneuver points Destroy 1D3 enemy dice in Melee Phase

WARRIOR 1D8 1 2 3 4 5 6 7 8

Effect Charisma Magic Item Rider Swordplay Bow Courage Shield Strength

Notes Gain 1D3 Tactics points. Gain 1D3 Magic points. Gain 1D3 Maneuver points. Destroy 1D3 enemy dice in Melee Phase Destroy 1D3 enemy dice in Missile Phase Morale total +1D6. Negate the next 1D3 casualties inflicted by opponent. Destroy 1D3 enemy dice in Melee Phase

ROGUE 1D6 1 2 3 4 5 6

Effect Assassinate Backstab Daggers Sabotage Stealth Confuse

Notes Kill one enemy unit of your choice Destroy 1D3 enemy dice in Melee Phase Destroy 1D3 enemy dice in Missile Phase Opponent loses 1D3 Tactics points Negate the next 1D3 casualties inflicted by opponent. Set 1D3 enemy dice to "1"

ARCHMAGE 1D6 1-4 5-6

Effect Spell Magiks

Notes Roll once on the Spell effect table Gain 1D3 Spell points

UNICORN 1D6 1

Effect Teleport

Notes Gain 1D3 Maneuver points

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2-3 4 5-6

Gallop Horn Enchantment

Gain 1D3 Maneuver points Destroy 1D3 enemy dice in Melee Phase Gain 1D3 Spell points

VAMPIRE 1D6 1 2 3 4 5 6

Effect Fly Drain Claws Undead Fear Dark Powers

Notes Gain 1D3 Maneuver points Kill 1 enemy unit in melee phase & gain 1 vampire unit Destroy 1D3 enemy dice in Melee Phase Negate the next 1D3 casualties Enemy Morale -1D6 Gain 1D3 Spell points

ELF LORD 1D6 1-2 3-4 5-6 7-8

Effect Magery Command Blades Bow

Notes Gain 1D3 Spell points Gain 1D3 Tactics points Destroy 1D3 enemy dice in Melee Phase Destroy 1D3 enemy dice in Missile Phase

ORC CHIEFTAN 1D8 1-2 3-4 5-6 7-8

Effect Forced March Command Battle Frenzy Shaman

Notes Gain 1D3 Maneuver points Gain 1D3 Tactics points Destroy 1D3 enemy dice in Melee Phase Gain 1D3 Spell points

DWARF LORD 1D6 1-2 3-4 5-6 7-8

Effect Berserker Command Martyr Mithril Armor

Notes Destroy 1D3 enemy dice in Melee Phase Gain 1D3 Tactics points Morale total +1D6 Negate the next 1D3 casualties

KNIGHT 1D6 1-2 3-4 5-6 7-8

Effect Notes Equestrian Gain 1D3 Maneuver points Command Gain 1D3 Tactics points Sword & Lance Destroy 1D3 enemy dice in Melee Phase Shield & Armor Negate the next 1D3 casualties

BARBARIAN 1D6 1-3 4-6

Effect Notes Berserker Rage Destroy 1D3 enemy dice in Melee Phase Bravery Morale total +1D6

GAME DESIGNERS NOTES More 'Monster' types are certainly possible. You could do more than one monster type per army if you have 20 siders of different colors.

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EXPANSION RULES Battle Dice Additional Rules - Quests & Artifacts by Dave Sanborn

WORD 2 DOCUMENT VERSION OF RULES by Dragyn looks really nice printed out. Click here for file

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BATTLE FOR HOTH INTRODUCTION Board & card game for 2 players. Battle between Rebels & Imperial troops on the Icy World of Hoth. Takes place in the Star Wars Universe. Each figure represents a hero, vehicle or unit of troops.

DISCLAIMER ‘Star Wars’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY The Rebels win if they destroy all the AT-AT Walkers. The Empire wins if they destroy the Ion Cannon & the Shield Generators.

THE MAP Use an 8x8 chessboard.

THE MEN Use chits or miniatures to represent units.

UNITS TABLE NOTATION # = Number of that type of unit each player has in setup. Move = The types of Move Cards the unit can use. Range = The types of Attack Cards the unit can use.

REBEL UNIT TABLE Name # Move Range Luke in Speeder 1 1-6 1-3 Luke on Foot 0 1-2 1 Shield Generator 1 0 0 Ion Cannon 1 0 0 Snow Speeders 5 1-6 1-3 Laser Turrets 2 0 1-4 Rebel Troops 6 1-2 1-2 Notes: Luke can move or attack twice per turn. You start the game with “Luke in Speeder”. If Becomes “Luke on Foot”. If this unit takes a Retreat off the Board. Targets cannot move or attack.

Notes Hero Hero Target Target

this unit takes a hit it hit Luke beats a hasty

EMPIRE UNIT TABLE Name

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#

Move

Range

Notes

AT-AT Walker 4 1-3 1-4 AT-AT Scout 2 1-4 1-3 Probe Droid 2 1-5 1 Snow Troopers 6 1-2 1-2 Heavy Blaster Team 2 1-2 1-3 Notes: The Blaster Team cannot move and attack in the same turn AT-AT Walkers can make 2 attacks per turn. Probe Droids can move twice per turn.

SETUP Each player places one unit on each square of his back two rows. Units may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Battle Phase

ORDERS PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units. Units cannot move through other units except for Snowspeeders. The move card has a number. This is the number of spaces the unit moves. The Unit tables list what type of Move cards each unit can use. Moves are diagonal or orthogonal. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card. Units with a Move range of 5 or better can use the Skim card.

BATTLE PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. This is the range of the attack. Attacks are diagonal or orthogonal. The enemy unit that is the target of the attack is automatically killed and removed from the map. (except for AT-AT Walkers and Scouts) It takes 4 hits to destroy an AT-AT Walker. It takes 2 hits to destroy a Scout. Units cannot attack through other units. Only Luke can use the Light Saber card.

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Only Snow Speeders can use the Tow Cable card. The Tow Cable Card can be used to automatically destroy an AT-AT Walker or Scout. The Light Saber Card can be used to automatically destroy any target unit.

LUKE The Rebel player may discard any card from his hand to negate an attack made against Luke on Foot.

CARD LIST NOTATION M = Movement A = Attack Type = Purpose of card # = Number of that type of card in the deck K = as a Knight would move in Chess

CARD LIST Card Name: Move Move Move Move Move Move Skim Blaster Blaster Blaster Blaster Tow Cable Light Saber

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# 5 5 5 4 3 2 2 5 5 5 5 3 1

Range 1 2 3 4 5 6 K 1 2 3 4 1 1

Type M M M M M M M A A A A A A

BATTLE FOR NABOO INTRODUCTION Board & card game for 2 players. Battle between the Gungan & Federation Armies on Naboo. Takes place in the Star Wars Universe (Episode I). Each figure represents a Leader, Vehicle, or Unit of Troops.

DISCLAIMER ‘Star Wars’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY If the Shield Generator Beast is destroyed, the Robots win. The game ends automatically after you go through the deck twice when young Anakin Destroys the Federation Carrier Ship, which shuts down all the Robots. The Gungan player wins at this time.

THE MAP Use an 8x8 chessboard.

FIGURES Use chits or miniatures to represent units.

UNITS TABLE NOTATION # = Number of that type of unit each player has in setup. Move = The types of Move Cards the unit can use. Range = The types of Attack Cards the unit can use.

GUNGAN UNIT TABLE Name Jar Jar Binks Gungan General Gungan Shieldmen Gungan Slingers Gungan Cavalry Gungan Catapult Gungan Shield Beast

# 1 2 8 4 6 2 1

Hits 3 2 2 1 1 1 2

Move 4 4 2 2 4 2 2

Range 2 2 1 2 1 4 -

Notes Leader Leader Shields

Shields

FEDERATION UNIT TABLE Name Battle Droids Droidekas Hover Tanks

# 16 4 4

Hits 1 2 3

Move 2 3 4

Range 2 2 4

Shields

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SETUP Each player places one unit on each square of his back three rows. Units may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Draw Phase Move Phase Fight Phase

DRAW PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units. Units cannot move through other units except. The move card has a number. This is the number of spaces the unit moves. The Unit tables list what type of Move cards each unit can use. Moves are diagonal or orthogonal. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card.

FIGHT PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. This is the range of the attack. Attacks are diagonal or orthogonal. The enemy unit that is the target of the attack takes one hit of damage. Units with zero hits are killed and are removed from the map. Federation units cannot attack through other units. (Direct fire blasters) Gungan units may attack through other units. (Indirect fire energy balls) Play a defense card to negate an attack. Only Shield type units can use the Shield defense card.

CARD LIST NOTATION Type = Purpose of card # = Number of that type of card in the deck M = Movement A = Attack D = Defense

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CARD LIST Card Name: Hand-to-Hand Short Range Medium Range Long Range Walk Advance Ride Charge Evade Shields

# 6 5 4 3 6 5 4 3 4 2

Range 1 2 3 4 1 2 3 4 -

Type A A A A M M M M D D

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BATTLE FOR THE UNIVERSE by C. GERARD LUFT

OVERVIEW Millions of years in the future, admits a universe dying a cold, premature death, mankind has overcome great challenges. They have conquered and outlived every alien race. They have overthrown a millennial reign of a cruel quasi-immortal tyrant. They have occupied all the remaining habitable galaxies of the Universe. But their greatest challenge is now themselves. The Human species has evolved into two different peoples: the Morlocks and the Eloi. And now they battle each other to determine which of them shall be masters of the universe.

SET UP One player plays the space fleets of the Eloi. The Eloi are a gentle, yet determined people, under the vigilant care of their Empress. They seek to liberate the six galaxies from the cruel Morlocks. One player plays the space fleets of the Morlock Empire. The Morlocks are a fierce and technologically advance people. The only way they wish to serve the Eloi, is on their dinner tables. Each player uses an identical deck of cards (see card list below). Six sided dice will also be required.

GOAL To win, one player must possess all six of the inhabitable galaxies of the Universe. To capture (or recapture) a galaxy card, one must win a battle by destroying all of the opponents ships.

THE EMPIRES Each empire starts play with three galaxy cards. These cards are played to the table, and remain their through out the game. If a galaxy is successfully conquered, it is moved to the side of the table occupied by the winning player.

THE ELOI EMPIRE The Eloi begin with these three Galaxy cards: M31, NGC253, and M81.

THE MORLOCK EMPIRE The Morlock begin with these three Galaxy Cards: LC342, M83, and M33.

THE TURN 1. DRAW- Each player draws six cards from his deck to begin the game. Each subsequent turn, he draws three cards. The player must discard any cards in excess of nine. If the deck runs out of cards, the discard pile may be

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shuffled. 2. DEPLOY- Each Galaxy yield 20 resources which the player may use to deploy his fleets. Fleets are deployed from one's hand, up to the amount needed. One resource is required for each AD (attack Die) of that fleet. Each player plays down his current fleet before him. 3. ATTACK- The players then attack each others' fleets. All attacks are considered simultaneous. Each player rolls 1d6 for each AD of his combined fleets. On a roll of 1, one enemy fleet receives damage. The damaged fleet is randomly selected. For each point of damage to a fleet, one attack die is subtracted from it. If a fleet card falls to zero AD, than it is discarded. The battle continues all fleets of one player are destroyed. The remaining winning player may now take a Galaxy card from the looser of that battle. That player may now use those resources from that conquered galaxy to supply his fleet next turn. The fleet cards used by the winning player are then returned to his hand. All damaged incurred by those fleets that were not discarded are repaired. In case of players loosing their remaining ships simultaneously, then no one wins that battle. The turn is repeated until one player wins by controlling all six Galaxies.

CARD LIST Card Name

#

AD or Special Abilities

DREADNAUGHT FLEET

1

6

BATTLESHIP FLEET

2

5

CRUISER FLEET

3

4

FRIGATE FLEET

4

3

DESTROYER FLEET

5

2

FIGHTER SQUADRON TIME TRAVEL CAPSULE "Fair Sailing in Quantumspace" 1 "USING YOUR 'BRAINS'" 1

6

1

1 Take 1 Galaxy card from Opponent If you win a battle take 2 galaxies instead of 1 If you win a battle take 2 galaxies instead of 1

GALAXY CARDS THE ELOI EMPIRE: GALAXY Merged GALAXY GALAXY

M31 Giant Eliptical Galaxy Milky Way Galaxy and Andromeda Galaxy 20 Resources NGC253 Spiral Galaxy The Sculptor Galaxy 20 Resources M81 Spiral Galaxy 20 Resources

THE MORLOCK EMPIRE GALAXY M33 Spiral Galaxy Triangulum Galaxy 20 Resources GALAXY LC342 Eliptical Galaxy Maffei Galaxy 20 Resources GALAXY M83 Spiral Galaxy Southern Pinwheel Galaxy 20 Resources

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BATTLE MAGIC INTRODUCTION Fantasy Warfare. Board and Card game. 2+ players.

VICTORY CONDITIONS Destroy all of your opponent’s castles.

THE MAP The map consists of irregularly shaped interconnected territories. There are land and water territories. There are 3 basic types of land territories: Clear, Forest, & Mountain. Land territories may be bordered (separated) by rivers. There are 2 basic types of water territories: Seas and Reefs. A map will have to be drawn before play is possible. Denote terrain types on the map by drawings or symbols. Territories must be large enough to contain one counter. Land territories adjacent to water territories are considered to be coastal. The board should contain 100+ territories.

THE DECK The common deck consists of 48 cards. There are 4 types of cards: Move, Sword, Gold, and Magic Each card type comes in 3 strengths: 1, 2, and 3. Type Strength Number of Cards Move 1 6 Move 2 4 Move 3 2 Sword 1 6 Sword 2 4 Sword 3 2 Gold 1 6 Gold 2 4 Gold 3 2 Magic 1 6 Magic 2 4 Magic 3 2

THE COUNTERS Counters are also called chits or units. Each player has a counter set of a unique color. Each set has 44 counters. There are 8 unit types: Armies, Dragons, Heroes, Ships, Castles, Wizards, Giant Ballistae, and Artifacts. 1. Armies: There are 9 armies in each set. Armies can only move on land spaces. Armies can use a maximum of 1 move card per turn. Armies draw 2 cards in battle. Armies can only use Sword cards in battle. Armies cost 2 Gold to recruit. 2. Dragons: There are 3 Dragons in each set.

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Dragons can move on any spaces. Dragons can use a maximum of 2 move cards per turn. Because they can fly, dragons only ever pay 1 move point to enter any space. Dragons draw 2 cards in battle. Dragons can use Sword and Magic cards in battle. Dragons cost 5 Gold to recruit. 3. Heroes: There are 5 Heroes in each set. Heroes can move on any spaces. Heroes can use a maximum of 2 move cards per turn. Heroes draw 1 card in battle. Heroes can use Sword and Magic cards in battle. Heroes cost 3 Gold to recruit. 4. Ships: There are 7 Ships in each set. Ships can only move on water spaces. Ships can use a maximum of 2 move cards per turn. Ships draw 2 cards in battle. Ships can only use Sword cards in battle. Ships cost 2 Gold to recruit. 5. Castles: There are 5 Castles in each set. Castles do not move. Castles draw 2 cards in battle. Castles can only use Sword cards in battle. Castles cost 1 Gold to build. 6. Wizards: There are 5 Wizards in each set. Wizards can move on any spaces. Wizards can use a maximum of 2 move cards per turn. Wizards can use Magic cards to move. Wizards draw 2 cards in battle. Wizards can only use Magic cards in battle. Wizards cost 3 Gold and/or Magic to recruit. 7. Giant Ballista: There are 4 Giant Ballista in each set. Giant Ballista can only move on land spaces. Giant Ballista can use a maximum of 1 move card per turn. Giant Ballista draw 1 card in battle. Giant Ballista can only use Sword cards in battle. Giant Ballista cannot be destroyed when attacking. Giant Ballista cost 2 Gold to construct. 8. Artifacts: There are 6 Artifacts in each set. Stack an artifact with a Wizard or Hero chit. The Hero or Wizard gets +1 to their battle total. A Hero or Wizard can have a maximum of 2 Artifacts attached. Artifacts cost 1 Gold to construct.

SETUP Each player places his counter set in its own opaque cup. These are known as draw cups. Each player places 1 of his castles on a coastal territory. These castles cannot be within 5 spaces of each other. Each player places 1 of his armies in a land territory adjacent to his castle. Each player places 1 of his ships in a water territory adjacent to his castle. Each player starts with a hand of 4 cards drawn from the common deck. Each player draws 1 chit from his draw cup. Determine turn order: Each player cuts the deck. Check card strength. Highest strength cut goes first. Cut again to resolve ties.

TURN SEQUENCE Players take turns. Each turn has 4 phases: 1. Move Phase 2. Battle Phase 3. Recruit Phase 4. Draw Phase

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MOVE PHASE Discard a move card from your hand to give one of your units a number of Move points equal to the strength of the card. Clear spaces cost 1 move point to enter. Forest spaces cost 2 move points to enter. Mountain spaces cost 3 move points to enter. Rivers cost 1 move point to cross. Sea spaces cost 1 move point to enter. Reef spaces cost 2 move points to enter. Some units can receive move points from 2 Move cards. You can move more than one unit per turn if you have enough move cards. Only one army or ballista may occupy a territory at a time. Only one ship may occupy a territory at a time. Only one castle may occupy a territory at a time. Only one dragon may occupy a territory at a time. Enemy units cannot occupy the same territory. Units may move through friendly units. Dragons may move through non-dragon enemy units. A Ship may carry an army or a ballista. They share the ship’s move cards. If the ship is destroyed, the army or ballista is too. Ships can also carry Heroes & Wizards. They share the ship’s move cards. A hero can ride a dragon. The hero shares the dragon’s move cards. Heroes & Wizards may move with armies or ballistae. They share the armies or ballistae’s move card.

BATTLE PHASE Your units may attack enemy units in adjacent territories. Units of the current player are attackers. The other players units are defenders. Ships may attack into adjacent coastal spaces. Castles cannot attack, they can only defend. Armies cannot attack ships. A unit may make only one attack per turn. If the adjacent space contains multiple enemy units, choose which of your units attacks which enemy unit. If there are multiple units in a space, castles are always attacked last. If a dragon is attacked by a ship or an army the dragon player may discard a Move card to have it retreat (fly away) instead. Both the attacking and defending unit draw 2 cards each. Heroes only draw 1 card. These cards are not put into the player’s hands. All units but wizards may use sword cards in battle. Wizards, dragons, and heroes may use magic cards in battle. If a unit draws a card it can use in battle, it adds the strength of that card to it’s Battle Total. The unit with the lower battle total is destroyed and removed from the board. If a ballista is attacking and loses it is not destroyed, nothing happens. A ballista can only be destroyed when defending. If a hero is destroyed the player may discard a Move card to have it retreat instead. If the hero cannot retreat it is destroyed. Retreating heroes discard their artifacts. If a unit draws no cards it can use in battle, the player may substitute one card from his hand that the unit can use. If the battle totals are tied, both units draw another card to break the tie. All cards used in battle are discarded. Destroyed chits go back to the owner’s draw cup.

COMBAT ADVANTAGES Defending units in the same territory as a Castle get +1 to their battle totals. Because of their magic resistance, Dragons get +1 to their battle total vs. wizards. Because they can fly over walls, Dragons get +1 to their battle total vs. castles.

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Because of their powerful spells of mass destruction, Wizards get +1 to their battle total vs. armies and ships. Because of their numerical advantage, Armies get +1 to their battle total vs. heroes and ballistae. Castles get +1 to their battle total vs. ships. Because they can sneak up on them and cut their heads off, Heroes get +1 to their battle total vs. dragons and wizards. Because they make big juicy targets, Ballistae get +1 to their battle total vs. dragons.

RECRUIT PHASE You may purchase one or more cards from your recruit pile using Gold cards from your hand. You cannot make change when buying units. Gold in excess of the units cost is lost. Non-castle units must be placed in an unoccupied space adjacent to one of your castles. Castles may be built in an unoccupied space adjacent to one of your units. Castles cannot be built adjacent to another castle.

DRAW PHASE Draw 4 cards from the common deck. Maximum hand size is 6 cards. Discard excess cards. If the deck runs out, shuffle the discard and draw from it. Draw 1 chit from your draw cup if you have less than 3 chits in your recruit pile. Counters are kept face up in front of you. This is your recruit pile. Maximum recruit pile size is 5 chits. Discard excess chits.

OPTIONAL SPECIAL TERRITORIES You may want to include some or all of the following special territories on your map. Special territories require 2 move points to enter. City: Reserve pile size +1 Oracle: Hand size +1 Monolith: Draw an extra card in draw phase. If it’s a magic card keep it. Mine: Draw an extra card in draw phase. If it’s a gold card keep it. Altar: Draw an extra card in draw phase. If it’s a sword card keep it. Temple: Draw an extra card in draw phase. If it’s a move card keep it. Barbarian Villages: Draw an extra chit in draw phase. If it’s an army chit keep it. Dragons Lair: Draw an extra chit in draw phase. If it’s a dragon chit keep it. Tavern: Draw an extra chit in draw phase. If it’s a hero chit keep it. Workshops: Draw an extra chit in draw phase. If it’s a ballista or artifact chit keep it. Wizards Tower: Draw an extra chit in draw phase. If it’s a wizard chit keep it. Pirates Cove: Draw an extra chit in draw phase. If it’s a ship chit keep it. Ruins: The first hero to visit draws a card. If it is a Move card the hero is destroyed. If it is another type of card, the player keeps it.

OPTIONAL VARIANT COUNTER SET The Chit set described in the main rules is for the standard human empire. The Dwarf empire set includes: 10 Armies 6 Ships 7 Castles 3 Rune Masters (Wizards) 5 Bombards (Ballistae) 3 Juggernaughts

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4 Dwarf Lords (Heroes) 6 Artifacts Juggernaughts: There are 3 Juggernaughts in the Dawrf set. Juggernaughts can only move on land spaces. Juggernaughts can use a maximum of 2 move cards per turn. Juggernaughts draw 4 cards in battle. Juggernaughts can only use Sword cards in battle. Juggernaughts cannot be carried by ships. Juggernaughts can carry other units like ships can. Juggernaughts cost 4 Gold to recruit. The Orc empire set includes: 12 Armies 7 Ships 6 Castles 6 Shamans (Wizards) 6 Giant Catapults (Ballistae) 4 Giants 3 Artifacts Giants: There are 4 Giants in the Orc set. Giants can move on land or water spaces. Giants can use a maximum of 2 move cards per turn. Giants draw 3 cards in battle. Giants can only use Sword cards in battle. Giants cost 4 Gold to recruit. The Elf empire set includes: 6 Armies 8 Ships 4 Castles 7 Battle Mages (Wizards) 5 Crystal Towers 4 Dragons 4 Elven Avatars (Heroes) 6 Artifacts Crystal Towers: There are 5 Towers in the Elf set. Towers can move only on land spaces. Towers can use a maximum of 1 move card per turn. Towers draw 2 cards in battle. Towers can only use Magic cards in battle. Towers cannot be destroyed when attacking. Treat Towers like ballista for transport & stacking. Towers cost 3 Gold to construct. The Undead empire set includes: 10 Armies 7 Ghost Ships 5 Castles 6 Necromancers (Wizards) 3 Bone Towers (Ballistae) 3 Skeletal Dragons 3 Wraith Lords (Heroes) 7 Artifacts

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BATTLE OF BERLIN INTRODUCTION Two Player card game. Simulation of the battle of Berlin (4/3/1945 – 5/2/1945). Players are Russian Generals competing to be the first to capture Berlin. One player is Marshal Georgi Zhukov (First Belorussian Front). The other player is Marshal Ivan Koniev (First Ukranian Front).

VICTORY The first player to capture the Reichstag (& raise the Red Flag) is the Winner.

THE DECKS There are 3 common decks: The Russian Deck The Front Line Deck The City Defense Deck

SETUP Each player is dealt 3 cards from the Russian Deck. Flip a coin to see who goes first.

TURN SEQUENCE Players take turns. Each turn has 4 phases: Front Line Phase City Defense Phase Logistics Phase Attack Phase

FRONT LINE PHASE Draw cards from the Front Line Deck and place them face up on the table so That there are a total of 4 face up cards. Note: there may already be cards out from previous turns. Skip this phase if both players have captured 10 Front Line cards.

CITY DEFENSE PHASE Skip this phase if both players have not yet captured 10 Front Line cards. Draw cards from the City Defense Deck and place them face up on the table so That there are a total of 4 face up cards. Note: there may already be cards out from previous turns.

LOGISTICS PHASE Draw 3 cards from the Russian deck & put them in your hand. If the deck runs out, shuffle the discard & draw from it.

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Max hand size is 5 cards. Discard excess cards.

ATTACK PHASE Using cards in your hand you may capture opposing German cards in play. You must first capture 10 Front Line cards. Next you must capture 8 City Defense cards. Next you must capture the Zitadelle (Inner Defense Zone: Force = 5). Next you must capture the Reichstag (Hitler’s Bunker: Force = 4). To capture a card, you must discard Russian cards from your hand with a Force greater than the Force of the target German card. You may pass your turn if you cannot or do not want to capture.

GERMAN FRONT LINE DECK CARD LIST Card Name: Berlin Suburbs Supply Lines Endangered Bypassed Enemy Forces Flank Threatened Rebuilt Positions Counter Attacks Halted Outside the Gates General Heinrici Successive Defensive Belts Deep Defensive Positions Minefields Anti-Tank Obstacles Strong Points Mobile Reserves Ninth Army Third Panzer Army Fourth Panzer Army Army Group Mitte A Few Hundred Aircraft 700,000 Men 9,000 Artillery Pieces 1,500 Tanks & SPG Second Defense Line Fighting Withdrawals Heavy Artillery Fire Maze of Canals & Ditches Heavy Soviet Casualties Soviet Confusion Soviet Attack Falters Strong Resistance Suicide Aircraft Reinforcements Heavy Fighting Armored Engagement Panzer Corps Mountain Corps

Force: 2 6 4 4 5 7 7 8 6 5 3 6 8 9 9 9 9 2 7 7 7 5 4 8 2 5 8 8 1 4 8 9 8 4

5

7

GERMAN CITY DEFENSE DECK CARD LIST Card Name: Fortified City Protracted Urban Battle Hitler Refuses to Surrender Savage, Bloody Battle Defense Sectors Obstacle Zones

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Force: 9 8 9 2 2

9

Defense Positions Garrison SS Personnel Old Men & Boys Volkssturm Home Guard Hitler Youth Fanaticism Defenders of Berlin City Fighting Soviet Infantry Loses Panzerfausts Roads Blocked Debris & Rubble Nazi Propaganda Concrete Flak Towers Anti-Aircraft Guns Hand-to-Hand Fighting Breakout Attempts

3 3 5 1 2 2 2 4 3 6 7 8 4 4 4 7 8 9 6

RUSSIAN DECK CARD LIST Card Name: Breach Enemy Defenses Defeat Enemy on Open Field Hitler commits Suicide Secure Bridgehead Spearheads Set Piece Offensive Expand Bridgehead Deploy for Attacks Advance Launch Attacks Clear the Germans Begin Offensive Powerful Mobile Forces Fixing Attacks Encircle Berlin Soviet Vengeance Soviet Momentum Breakthrough Axis of Attack Highway 7,500 Aircraft 2.5 Million Soldiers 41,000 Guns & Mortars 6,250 Tanks & SPG Devastating Bombardment Seize Initiative Release Armored Reserve Guards Tank Army Sheer Weight of Numbers Push Forward Shatter German Divisions Bleed the Germans Pour Tanks through Gaps Numerical Superiority Air Support Improving Weather Push Germans Back Bypass Resistance Pockets Costly Frontal Assaults Armored Formations Thrust Deep Artillery Bombardment

Force: 10 7 10 8 5 6 3 2 4 6 6 5 2 9 10 9 8 3 2 7 9 8 9 6 5 4 10 4 6 3 2 5 4 5 5 3

Notes: vs Front Line Cards only only if you have captured 7+ City cards only if you have captured 4 or less Front cards vs Front Line Cards only Draw 2 cards only if you have captured 6 or less Front cards

vs vs vs vs

Front Front Front Front

Line Line Line Line

Cards Cards Cards Cards

only only only only

vs Front Line Cards only

8 7 6 vs Front Line Cards only 7

vs Front Line Cards only

4

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German Panic German Armies Retreat Red Army Tighten the Noose Heavy Firepower Infiltration Railway Tunnels May Day Surrender Negotiations

5 7 8 6 5 4 4 10 7

only if you have captured 7+ Front cards vs City Defender Cards only vs City Defender Cards only only if you have captured 7+ City cards only if you have captured 7+ City cards

NOTES If you want a third player, include Marshal Konstantin Rokossovsky of the Second Belorussian Front.

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BATTLE OF THE ATLANTIC INTRODUCTION War at Sea 1939 – 1943. 2 Player Card Game. German High Seas Fleet vs the British Royal Navy.

VICTORY Be the first to win 3 hands.

THE DECKS Each player has their own unique deck. Each deck contains 2 copies of each card in its card list.

THE CARDS There are 3 card types: Tactics, Tonnage, and Technology Each card has an individual point value.

TURN SEQUENCE There are 5 turns corresponding to the years 1939 – 1943. Each turn (year) has 4 Phases: Logistics Phase Strategy Phase Deployment Phase Victory Phase

LOGISTICS PHASE Each player draws 7 cards. If your deck runs out, shuffle your discard & draw from it.

STRATEGY PHASE Each player may discard up to 3 cards & draw replacements.

DEPLOYMENT PHASE Players reveal their hands. Each player calculates the Grand Strategy Total (GST) for his hand: Add up the Point Values of all Tactics cards and add 1. This is the Tactics Total (A). Add up the Point Values of all Tonnage cards and add 1. This is the Weapon Total (O). Add up the Point Values of all Technology cards and add 1. This is the Tactics Total (E). GST = A x O x E

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VICTORY PHASE The side with the The side with the The side with the The side with the These bonuses are The British begin The Germans begin

higher GST wins the turn. highest Tactics Total gets +1 to all future Tactics Totals. highest Tonnage Total gets +1 to all future Tonnage Totals. highest Technology Total gets +1 to all future Technology Totals. cumulative. the game with a +1 in Tonnage. the game with +1 in Tactics.

CARD LIST NOTATION Tactics = A Tonnage = O Technology = E

THE BRITISH DECK CARD LIST Card Name: Patrols Stormy Weather Arctic Winter Escorts Large Convoys Depth Charges Destroyers Code Breakers Radar Sonar Merchant Marine US Atlantic Squadron Royal Navy Naval Supremacy British Empire

Type A A A A A E E E E E O O O O O

Points 3 4 5 6 7 3 4 5 6 7 3 4 5 6 7

THE GERMAN DECK CARD LIST Card Name: Disguised Commerce Raiders Cut the Atlantic Sealanes Spread Allied Forces Scatter Convoy Wolf Packs Mines Torpedoes Pocket Battleships U-Boats Modernization Italian Fleet Luftwaffe Air Power French & Scandinavian Ports Kriegsmarine Aggressive Ship Building

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Type A A A A A E E E E E O O O O O

Points 3 4 5 6 7 3 4 5 6 7 3 4 5 6 7

BATTLE ROYALE INTRODUCTION Battle Royale is a chess variant that uses Strategic & Tactical boards.

STRATEGIC BOARD 7 X 7 Chess grid. The corner squares & center squares are special locations called towns. On opposite sides of the board in the center of each players back row is a special location called the Castle. Players move their armies around on the strategic board

OBJECTIVE The object of the game is to capture the opponents castle

PLAYING PIECES Players should use cardboard counters or chits to represent pieces. Write the name of the unit type on the counter. Each player should have counters of separate colors. Chess men (pawns, bishops, knights, etc.), used on the tactical board, are also referred to as pieces, troops, units, or figures. Armies, used on the strategic board, are also represented by numbered chits

TACTICAL BOARD 6 X 6 Chess grid.

Players move their men around on the tactical board

TURN SEQUENCE 1-WHITE MOVES 2-BLACK MOVES 3-REVENUE PHASE 4-RECRUIT PHASE SET UP Each player starts with 6 Armies on the strategic map. One army is located in the castle & and the other five surround the castle

ARMIES The location of armies are represented by counters on the strategic map

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An army represents a force of up to 5 men Stack the units under the army counter An army counter that contains no pieces is destroyed

STRATEGIC MOVES A player can move all of his armies once in a single turn. Armies move like kings in chess Only one army can occupy a single space, except during attacks During an attack a player moves an army into a space occupied by an opponents army The battle is immediately resolved on the tactical Board If two adjacent armies do not move then units can be transferred between them A unit can only be transferred once per turn

TERRAIN Before a battle starts place terrain obstacles on the tactical map On each row place one obstacle marker Use a six sided die to determine on which of the six squares in the row to place the obstacle Figures cannot enter squares containing obstacles

BATTLES Battles take place on the tactical map when two opposing armies occupy the same space Put up a partition in the middle of the board so players set up their men in secret Players set up their men in any order on the back row & the partition is removed The defender goes first moving or capturing with one piece The attacker then gets to go. Play proceedes as in regular chess, players alternating turns Movement & capturing is just like in normal chess The battle continues until one side is eliminated or no pieces can move or no capture has been made in 10 turns or no further captures can be made by either side After the battle the strategic turn continues If one side was eliminated then its army counter is destroyed If neither side is eliminated then the attacker must retreat his army back to the square it came from

REVENUE PHASE Players collect 2 gold from their Castle and 1 gold from each town occupied by one of their armies

RECRUIT PHASE Players may spend their gold to buy one or more units Players may save their gold from turn to turn A new unit appears in an army that is in or adjacent to a town (or castle) you control New army chits may also be purchased They must be purchased with at least one figure in their stack Army chits appear adjacent to a town (or castle) you control

UNIT TYPES LIST TYPE 334

COST

NOTES

Peasant 1 Identical to a pawn in regular chess. If peasant reaches opponents back row immediately place The peasant in any open space on the board Shield Man 2 Moves horizontally and vertically one space. Captures forward one space. Immune to shooters Pikeman 3 Moves forward one space and captures diagonally forward one or two spaces. If a pikeman reaches a backrow he immediately turns around and starts heading the opposite way Halberdier 3 Moves horizontally and vertically and captures diagonally forward one space Spearman 3 Moves diagonally & captures horizontally and vertically one space Catapult 3 Moves horizontally and vertically one space. Shoots forward exactly 3 spaces over obstacles. One max per army Javelineer 4 Moves diagonally and shoots horizontally and vertically one space Slinger 4 Moves horizontally and vertically and shoots diagonally one space Archer 4 Moves and shoots horizontally and vertically one space Crossbowman 4 Moves and shoots diagonally one space Footman 4 Moves horizontally and vertically one or two spaces. Captures diagonally forward one space Swordsman 4 Moves and captures horizontally and vertically one space. This unit can jump over an adjacent unit Axeman 4 Moves and captures diagonally one space. This unit can jump over an adjacent unit Elephant 4 Moves like a Rook. Captures diagonally one space Chariot 5 Identical to a Bishop in regular chess Knight 5 Identical to a Knight in regular chess Cavalry 6 Moves horizontally and vertically one space. Captures diagonally Siege Tower 6 Identical to a Rook in regular chess. One max per army Crown Prince 10 Identical to a Queen in regular chess. One max per player Army 4 Moves like a king on the strategic map Royal Army 7 Moves like a king on the strategic map one or two spaces

SHOOTING When a piece that can shoot captures it doesn't move into the space of the captured space, it remains in the space it started the turn in.

INITIAL ARMY COMPOSITION Starting armies contain 12 Gold worth of units each

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BATTLEFRONT INTRODUCTION Card game for 2 players. WWII theme.

THE DECK Players share a common deck. The deck contains 1 copy of every card in the card list.

VICTORY Capture 3 of the 5 Fronts.

THE FRONTS There are 5 Fronts between the players: R = Right Flank CR = Center Right C = Center CL = Center Left L = Left Flank

SETUP Use markers to designate the 5 Fronts.

TURN SEQUENCE Each turn has 3 phases: Logistics Phase Deployment Phase Battle Phase

LOGISTICS PHASE Each player is dealt 7 cards from the deck.

DEPLOYMENT PHASE Players take turns. Flip a coin to see who goes first. Players take turns playing one card from their hand to one of the five Fronts. In a turn you can assign a maximum of 2 cards to a single Front. At a single front, you may assign a maximum of: 1 Leader 1 Infantry 1 Plane 1 Tank 1 Artillery 1 Strategy 1 Fortification

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Some cards allow you to play an extra card of a certain type at that Front. If you play a Scout card, you may look at your opponent’s hand.

BATTLE PHASE Each card has a Force value. Add up your force value for each Front. If you have a higher Force than your opponent at a Front you gain a Victory Marker (VM) for that Front. (Use coins for VM) If you ever have 3 more VP than your opponent at a Front, you Capture that Front. The first player to capture 3 of the 5 Fronts wins the game. Negated cards do not contribute their Force. Once a Front is captured, no more cards may be assigned to it. Maximum hand size is 8 cards. Discard excess cards at end of turn.

CARD LIST NOTATION L I P T A S F

= = = = = = =

Leader Infantry Plane Tank Artillery Strategy Fortification

CARD LIST Card Name: Armored Cars Light Tanks Self Propelled Guns Infantry Tanks Funny Tanks Cruiser Tanks Tank Destroyers Medium Tanks Heavy Tanks Tank Brigade Reserve Units Army Corps Rifle Brigade Guard Units Mechanized Infantry Marine Forces Engineer Units Ranger Units Heavy Weapons Squads Mountain Troops Mortars Anti-Tank Guns Flak Guns Field Artillery Medium Artillery Siege Cannons Mobile Artillery Howitzers Heavy Artillery Rocket Bombardments Reconnaissance Planes Paratroop Jump

Type T T T T T T T T T T I I I I I I I I I I A A A A A A A A A A P P

Force 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2

Notes: Scout Play an Extra Artillery Play an Extra Infantry Opposing Fort Negated Opposing Tank Negated Play an Extra Tank Play an Extra Infantry

Play an Extra Tank Opposing Fort Negated Scout

Opposing Tank Negated Opposing Plane Negated Opposing Fort Negated Play an Extra Strategy

Scout Play an Extra Infantry

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Fighter Planes Fighter Bombers Tank Buster Ground Attack Aircraft Level Bombers Dive Bombers Heavy Bombers Air Superiority Junior Officer Replacement Officer Sergeant Lieutenant Major Experienced Officer Captain Commander Colonel Brigadier General Frontal Assault Steam Roller Tactics Prepared Assault Infiltration Outflank Combined Arms Tactics Hook Maneuver War of Maneuver Encirclement Blitzkrieg Tank Obstacles Pillboxes Entrenchments Bunkers Minefields Airfield Chokepoints Gun Emplacements Strongpoint Defense In Depth

P P P P P P P P L L L L L L L L L L S S S S S S S S S S F F F F F F F F F F

3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10

Opposing Plane Negated Opposing Tank Negated

Play an Extra Plane Play an Extra Leader Negate Opposing Leader

Scout

Play an Extra Strategy Play an Extra Infantry Play an Extra Artillery Scout Play an Extra Plane Play an Extra Tank Negate Opposing Tank Opposing Infantry Negated Play an Extra Infantry Play an Extra Plane Play an Extra Artillery Play an Extra Fortification

OPTIONAL 2 FRONT VICTORY CONDITIONS You win if you Capture: Center and CR or CL (Breakthrough Victory) L & CL or R & CR: (Outflank Victory) L & R: (Envelopment Victory)

OPTIONAL BLITZKRIEG RULES Designate one player as the Attacker & the other as the Defender. The Attacker cannot use Fortification cards. The Defender cannot use Plane cards.

OPTIONAL SPECIAL CARDS RULES Include 5 "Special" cards in the deck (Type = X) Each player choses a Nationality: *Germans can use Special Cards as: Panzer Tanks (T) Force = 10 *Russians can use Special Cards as: Human Wave (S) Force = 2 & play an extra Infantry or Manpower (I) Force = 8 *Americans can use Special Cards as:

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Industrial Giant: Discard & draw 2 cards *British can use Special Cards as: Intelligence (L) Force = 7 & Scout & play an extra Leader *Japanese can use Special Cards as: Bonzai Charge (S) Force = 2 & play an extra Infantry or Underground Complexes (F) Force = 8

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BATTLESTAR GALACTICA

INTRODUCTION Board Game for 2 players. One player is the Cylons, the other is the Battlestar Galactica.

DISCLAIMER Battlestar Galactica is a licensed trademarked property. This is merely a fan site.

VICTORY The Cylons win if the destroy all the fighters on the Battlestar Galactica. The Battlestar Galactica wins if they make it to Earth with some Fighters left.

THE BOARD The board is a line of 100 squares (or spaces) in a row. The starting space for the Galactica is all the way to the right end. This is Caprica, Homeworld of the Battlestar Galactica, its crew, and the ragtag fleet following it. At the opposite end of the path is the lost colony of Earth. Every third square is considered to be a ‘Planet’ Space. Other Squares are considered to be ‘Deep Space’.

DICE Six sided (D6) dice are needed.

THE BATTLESTAR GALACTICA Use a pawn to represent the Battlestar Galactica. Use 15 tokens to represent the number of Viper Fighter squads on the Battlestar Galactica. Each squad token represents 10 fighters.

CYLON FLEETS The Cylon player starts with 4 fleets. Cylon Fleets are represented by numbered counters.

SETUP The Galactica and 4 Cylon Fleets start on Caprica.

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Galactica starts with 15 Fighter squad tokens.

TURN SEQUENCE Each turn has 5 phases: Draw Phase Galactica Move Phase Cylon Move Phase Battle Phase Repair Phase

DRAW PHASE Both players. You may discard any unwanted cards. Next, fill your hand to 8 cards. If your deck runs out shuffle the discard and draw from it.

GALACTICA MOVE PHASE Galactica player. Move pawn 1D6 spaces forward. This is the Move Roll. You may discard a Scout card to add or subtract one from your roll.

CYLON MOVE PHASE Cylon player. Move two fleets 1D6 (Roll for each) spaces in any direction. On a roll of 1 you may move any one of your fleets onto any unoccupied planet space on the board. Discard a Move card to move additional Fleets.

BATTLE PHASE If the Galactica is on a Space containing one or more Cylon Fleets there will be a battle. The Galactica player rolls 2D6. This roll is the Galactica Battle Total. The Galactica player may play (reveal) one or more Battle Cards to increase this number. The Cylon player rolls 1D6 per Fleet present. This roll is the Cylon Battle Total. The Cylon player may play (reveal) one or more Battle Cards to increase this number. Players reveal their Battle Cards simultaneously. Only one copy of a Unique card may be played. The player with the higher battle total wins the Battle If the Galactica won roll: 1D6 Result: 1-3 Galactica loses 0 Fighters 4-6 Galactica loses 1 Fighter Squad One opposing Cylon Fleet is destroyed (removed from board). If the Cylons won roll: 1D6 Result: 1-2 Galactica loses 2 Fighter Squads 3-4 Galactica loses 3 Fighter Squads 5-6 Galactica loses 4 Fighter Squads No opposing Cylon Fleets are destroyed. Discard played cards.

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REINFORCEMENT PHASE The Galactica player may discard a Reinforcement card to get back one Fighter Squad. If the Galactica is on a planet and did not fight this turn it may get back one Fighter Squad for free. The Cylon Player may play a Fleet Reinforcement card to gain an additional Fleet. Place the Fleet on any unoccupied planet space.

CARD LIST NOMENCLATURE B M R U

= = = =

Battle Card Movement Card Reinforcement Card Unique

THE BATTLESTAR GALACTICA CARD LIST Card Name Commander Adama Captain Apollo Lt. Starbuck Daring Raid Alien Allies Viper Fighter Pilots Fleet Ships Asp Scout Clue:location of Earth Pegasus

# 3 3 3 4 4 10 4 6 3 1

Type BU BU BU BU BU B R M M BU

Notes Battle Total +10 Battle Total +9 Battle Total +8 Battle Total +7 Battle Total +6 Battle Total +5 Get back one Fighter Token Add or Subtract one from Move Roll Add 1D6 to Move Roll Battle Total +20

THE CYLON CARD LIST Card Name: # Baltar 3 Gold Centurion 3 Cylon Raider Swarm 10 Cylon Base Ship 6 Pulsar Cannons 2 Alien Allies 4 Cylon Trap 6 The Galactica is Ablaze Fleet Orders 10 Fleet Reinforcements 2

LINKS Battlestar Galactica Battlestar Galactica.com

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Type BU BU B B B BU BU 2 M R

Notes: Battle Total +10 Battle Total +7 Battle Total +3 Battle Total +8 Battle Total +4 Battle Total +6 Battle Total +9 BU Battle Total +5 Move one Fleet 1D6 spaces Gain one new Fleet on any empty Planet space

BATTLETECH SKIRMISH INTRODUCTION Board & card game for 2 players. Takes place in the Battletech Universe. Each figure represents a Battlemech.

DISCLAIMER ‘Battletech’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY Capture the opposing Leader.

THE MAP Use an 8x8 chessboard.

DICE One six sided die is needed.

THE MECHS Use chits or miniatures to represent Battlemechs.

UNITS TABLE NOTATION # = Number of that type of unit each player has in setup. Move = The types of Move Cards the unit can use. Range = The types of Attack Cards the unit can use. CR = Close Range (Range = 1) Damage Rating MR = Medium Range (Range = 2) Damage Rating LR = Long Range (Range = 3) Damage Rating J = Jump Capable

UNIT TABLE Name Archer Assassin Atlas Awesome Battlemaster Blackjack Catapult Centurion Charger Cicada Clint

Hits 9 5 13 11 12 6 9 6 10 4 5

Move 3 4J 2 2 3 3J 3J 3 3 5 3

CR 3 2 6 4 6 3 3 3 2 2 2

MR 5 2 5 4 4 2 6 3 1 2

LR 4 2 2 4 2 1 5 2 1

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Commando Crusader Enforcer Grasshopper Griffin Hatchetman Hermes II Hunchback Jenner Locust Marauder Orion Ostroc Ostscout Ostsol Panther Rifleman Shadow Hawk Spider Stalker Stinger Thunderbolt Trebuchet Urbanmech Valkyrie Vindicator Warhammer Wasp Whitworth Wolverine Zeus

3 10 7 9 8 6 5 7 4 2 10 11 8 5 8 5 7 8 3 12 2 9 6 4 4 7 9 2 5 8 10

4 3J 3J 3J 3J 3J 4 3 4J 5 3 3 3 3J 4J 3J 3 3J 5J 2 4J 3 3 2J 3J 3J 3 4J 3J 3J 3

3 2 3 4 2 3 1 4 3 2 4 3 4 1 5 2 3 1 2 6 2 4 2 2 1 3 6 1 2 2 3

2 6 3 3 2 2 1 2 2 1 4 5 3 1 3 2 4 2 1 6 1 6 5 2 2 3 3 1 3 2 5

4 2 1 2 1 1 3 3 1 1 2 3 1 3 4 5 1 1 2 3 2 1 4

SETUP Each player starts with 50 hits worth of Mechs. Each player places one unit on each square of his back two rows. Units may not stack.

ACE PILOTS You may designate two of your mechs as having Ace pilots. Mechs of Ace pilots have a Move rating of +1. Ace Pilots get +1 to Gunnery rolls.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Battle Phase

ORDERS PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it.

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Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units. Units cannot move through other units except for jumping units. The move card has a number. This is the number of spaces the unit moves. The Unit tables list what type of Move cards each unit can use. Moves are diagonal or orthogonal. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card.

BATTLE PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. (CR = 1, MR = 2, LR = 3) This is the range of the attack. Attacks are diagonal or orthogonal. The enemy unit that is the target of the attack takes damage. To determine damage inflicted consult the Unit Table to get the Damage Rating of the Attacking unit at the indicated range. Roll 1D6. (This is the gunnery Roll) If the Roll is equal to or less than the Damage rating, then that is the Amount of damage inflicted. If the Roll is greater than the Damage rating, then the damage inflicted is Equal to the Damage Rating. A unit reduced to zero hits is destroyed and is removed from the map. Units cannot attack through other units. A player may discard a Defense card to completely negate an attack.

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special Z = Attack Modifier X = Special Type = Purpose of card # = Number of that type of card in the deck

CARD LIST Card Name: Very Slow Move Slow Move Average Move Fast Move Very Fast Move Jump Close Range Medium Range Long Range Extreme Range Behind Cover Evade Maneuver Dodge

# 5 5 5 4 2 4 7 7 7 2 1 1 2 1

Range 1 2 3 4 5 X 1 2 3 4 -

Type M M M M M M A A A A D D D D

Notes

Range = Max Move +1

Damage Rating: ER = (LR – 2) MR or LR only Use by smaller Mech vs larger Mech Use by Mech with move of 3+ Use by Mech with move of 4+

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Escape Jump Clear Heavy Armor Massive Armor Tactics Ambush Death from Above Head Shot Critical Hit Leg Damage Topples Gyros Destroyed Weapons Hit Heat Sinks damaged Overheating Hit Difficult Ground

1 1 1 1 1 1 1 1 1 1 1 1 1 1 3

-

D D D D X X Z Z Z Z Z Z Z Z X

Use by Mech with move of 5 Use by Jump Capable Mech Use by Mech with starting 7+ Hits Use by Mech with starting 10+ Hits Look at opponents hand Draw 3 cards CR attack does +2 Dam by Mech with Jump Hit Mech is destroyed Damage +2 Mech move is permanently –1 Damage +3 & Mech cannot move next turn Mech can no longer move Mech Damage Ratings are permanently –1 Unit cannot Move & Attack in same turn Unit that just moved & attacked takes 1

1

-

X

Negate Move card just played

DESIGNING YOUR OWN MECHS Damage Rating Determination: Light = 1 Moderate = 2 Heavy = 3 Brutal = 4 Devastating = 5 Incredible = 6 Hits Rating Determination: Mass/10 rounding up + Light Armor = +0 Medium Armor = +1 Heavy Armor = +2 Massive Armor = +3 Move Rating Determination: Slow = 2 Average = 3 Fast = 4 Very Fast = 5

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BEACH HEAD

INTRODUCTION Solo dice game simulating the actions on a small section of the Normandy Beach landings in WWII.

OBJECTIVE The game ends when the Allies remove all German Bunkers and Trenches. Removed may mean ‘cleared of troops’ in the case of Bunkers and trenches or ‘Punching through gaps’ for Traps, wire, walls, mine-fields, & ditches.

SUPPLIES Paper, pencils, six sided dice.

SETUP The Germans start with the following Beach Defenses: 20 points of Mines (Anti-tank, Anti-personnel, explosives on Tank Traps) 20 points of Tank Traps (Element C, Hedgehogs, fixed stakes, tetrahedra) 20 points of Walls (Concrete and natural Sea Wall) 20 points of Anti-tank Ditches (Also craters) 60 points of Bunkers (Pillboxes, Gun Emplacements) 20 points of Barbed Wire 20 points of Trenches (Machinegun & Mortar positions, Infantry)

TURN SEQUENCE FROGMAN PHASE Underwater demolition teams. Remove 1D6 points of Tank Traps. ‘Tank Traps’ were a barrier to landing craft.

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LCI PHASE Landing Craft Infantry. 3D6 Infantry Squads are put ashore. Subtract 1 from the roll if there are any tank traps remaining. Subtract 2 from the roll if any Landing craft were hit last turn. From here on Infantry squads are simply referred to as Infantry.

LCT PHASE Landing Craft Tank. 1D6-3 Hobart Funny Tanks land. Subtract 1 from the roll if there are any tank traps remaining. Subtract 1 from the roll if any Landing craft were hit last turn. Next roll 1D6 for each tank to see what type it is: 1-2 Sherman Gun Tank (DD: Duplex Drive Swimming Tank) 3-4 Sherman Crab (Flail Tanks) 5 AVRE with SBG (Small Box Girder: 30’ Bridge) 6 AVRE with Fascine (For filling in ditches) AVRE = Assault Vehicle Royal Engineers

LCS FIRE PHASE Landing Craft Support. Armed variously with 20mm, 17pdr, 25pdr, 119mm guns, rockets, and mortars. Remove 1D6 points of Bunkers or Walls Subtract 1 from the roll if there are any tank traps remaining. Subtract 2 from the roll if any Landing craft were hit last turn.

GUN TANK PHASE Remove 1D6-1 points of Bunkers Remove 1D6-1 points of Trenches if all bunkers, walls & ditches removed. Skip this phase if you have no Gun Tanks.

GERMAN DEFENDER FIRE PHASE This includes attacks made by Machine guns, grenades, mortars, and snipers. 1D6: Result: 0-1 1D6-2 Infantry Killed 2-6 1D6 Infantry Killed 7 2D6 Infantry Killed 8 2D6+2 Infantry Killed -1 to roll if half of bunkers destroyed. -2 to roll if all bunkers destroyed. +1 per 12 infantry on the beach rounding down.

GERMAN INLAND ARTILLERY FIRE PHASE High Caliber Weapons firing Indirect or LOS. 1D6: Result: 1-4 1D6-3 Infantry Killed 5 Tank Hit: A random Tank is destroyed 6 Landing Craft Hit

GERMAN SHORE GUN FIRE PHASE 348

Fire from Trench Mortars and 50mm and 75mm Anti-tank guns in bunkers. 1D6: Result: 1-4 1D6-3 Infantry Killed 5 Tank Hit: A random Tank is destroyed 6 Landing Craft Hit Skip this phase if all Bunkers are destroyed.

MINE PHASE 1D6: Result: 1-4 1D6-3 Infantry Killed 5-6 1 Non-Flail Tank Destroyed Skip this phase if all Mines are destroyed.

COMBAT ENGINEERS PHASE Remove 1D6 points of any type of Beach Defense except trenches. Remove 1D6 points of Trenches if all bunkers and walls are removed.

FLAIL TANK PHASE Remove 1D6 points of mines or barbed wire. Subtract 2 from the roll if there are any tank traps remaining. Skip this phase if you do not have any Crab Tanks.

PETARD ATTACK PHASE 290mm Demolition Gun that could hurl a Skip this phase if you do not have any Remove 1D6 points of Bunkers or Walls Remove 1D6-1 points of Trenches if all If walls are targeted add 1D6-2 points

40 lb bomb 230 yards (80y accurately). AVRE Tanks. bunkers, walls & ditches removed. of Ditches (Cratering).

BRIDGE PHASE Remove 1D6 points of Anti-Tank Ditches. Skip this phase if you do not have any AVRE Tanks.

INFANTRY PHASE Remove 1D6 points of Barbed Wire. If all wire removed then remove 1D6-1 points of Bunkers Remove 1D6 points of Trenches if all bunkers and walls removed. +1 to rolls per 12 infantry on the beach rounding down.

FIRE SUPPORT PHASE 1D6: 1-4 5 6

Support type: Notes: Nothing Rocket Barrage Remove 1D6-1 points of Bunkers or Walls Bomber Attack Remove 1D6-1 points of Bunkers or Walls

DESTROYER NAVAL BOMBARDMENT PHASE Skip this phase until turn 20+. Remove 1D6 points of Bunkers or Walls or Trenches.

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SCORING Keep track of Allied Infantry casualties. A lower score is a better one.

OMAHA BEACH VARIANT The Americans get no Funny Tanks. Ignore Anti-Tank Ditches.

PLAYTEST RESULTS by Codexier at [email protected] I just played through exactly 1000 games of Beach Head (ok, my Unix Server did, and I just watched it scroll for a few minutes). Here's a few statistics I thought were interesting: Fewest Infantry Casualties: 9 Most Inf. Casualties: 86 Avg Inf. Casualties: 42 Most Inf. Alive at the end of the game: 18 Most Turns it took to win: 23 Fewest Turns it took to win: 9 [NOTE: My script used the removal of Bunkers and Trenches as the only Victory Condition. It also randomly choose a defense to remove when a choice was given.]

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BEAUTIFUL GIRLS WITH SWORDS INTRODUCTION Roleplaying Game. Swords & Sorcery plus Whips & Chains.

STUFF RPG = Lots of Dice.

CHARACTER GENERATION Roll on the following tables: Make up other details such as names, eye color, etc.

AGE TABLE 1D6 1 2 3-4 5 6

Result: Jailbait Teenage College Professional Experienced

HEIGHT TABLE 1D8 1-2 3-6 7-8

Result: Short Medium Tall

Notes: -1 to Build +1 to Build

BUILD TABLE 1D8 1 2 3 4-5 6 7 8

Result: Waif Petit Slender Average Voluptuous Brick Shithouse Classical Beauty (Heavy)

Notes: -2 to Breast Size -1 to Breast Size +1 +2 +3 +4

to to to to

Breast Breast Breast Breast

Size Size Size Size

BREAST SIZE TABLE 1D6 1 2 3 4 5 6

Result: Petit Small Nice Buxom Hooters Wow!

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PERSONALITY 1D12 1 2 3 4 5 6 7 8 9 10 11 12

Result: Sweet & Innocent Prude Mysterious Flirty Party girl Tough Conceited Serious Brazen Day-Dreamer Fire-brand Tease

SEXUAL PREFERENCES 1D8 1-3 4-5 6-8

Result: Lesbian Bi-Sexual Heterosexual

PROMISCUITY TABLE 1D6 1 2 3-4 5 6

Result: Celibate One True Love Serial Monogamy Many Nymphomaniac

RACIAL TYPE TABLE 1D8 1 2 3 4 5 6 7 8

Result: African Arabic Latin Scandinavian Germanic Oriental Indian Polynesian

NON-HUMAN RACIAL TYPE TABLE 1D6 1 2 3 4 5 6

Result: Elf Wood Elf Nymph Ogress Mermaid Hag

PROFESSION TABLE 1D20 1 2

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Result: Belly Dancer (Entertainer) Geisha (Assassin)

3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Princess Concubine Slave Girl Milk Maid (Farmhand) Dominatrix (Prostitute) Witch Queen Lady in Waiting (Hand Maiden) Temple Maiden (Nun) Serving Wench (Bar Maid) Vestal Virgin Sorceress Priestess Thief Amazon (Hunter) Warrior Healer (Herbalist) Merchant

SKILLS TABLE 1D10 1 2 3 4 5 6 7 8 9 10

Result: Seduction Dancing Cooking Leadership Fighting Archery Healing Equestrian Languages Magic

MONSTER COMPENDIUM 1D6 1 2 3 4 5 6

Result: Men (most types) Mythical Creatures Demons Undead Evil Wizard Fay Creatures

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BEES INTRODUCTION Players control rival Hives trying to acquire the most honey.

BEES, BOARDS, FLOWERS, & DICE Use a 13 X 13 grid as the board. Each player has a set of 4 counters of a separate color to represent their bees. Have a set of counters of a unique color to represent the flowers. The flower counters become nectar, and then honey counters. Six sided dice are required.

OBJECT Be the first player to have 20 honey counters.

SETUP Each player controls one corner square known as their hive. A player stacks all 4 of his Bee counters onto his hive space. Roll high on the eight sided die to determine turn order.

TURN SEQUENCE Players take turns. Each turn has 2 phases: 1. Bloom Phase 2. Move phase

BLOOM PHASE Roll 2D6 twice. The first roll is the x-axis coordinate, the second roll is the y-axis coordinate. Place a flower counter on the indicated square. If the flower blooms on a players bee, that bee gets a nectar counter. Flower counters may be stacked on top of each other.

MOVE PHASE Roll two six sided dice. Move one of your bees a distance equal to one of the dice rolls. Move one of your bees a distance equal to the other roll. This can be the same bee, or two different bees. If you roll doubles, you may use each dice roll twice. If one of your bees lands on a flower counter, it is captured: stack the counter onto the bee. It is now called a nectar counter. When a bee with nectar counter returns to his hive, the nectar counters become honey counters. Keep your captured honey counters in a separate honey pile. A bee may hold any number of nectar counters. A bee with a nectar counter that lands on a flower gets a pollination bonus: Add a counter to your honey pile. If one of your bees lands on an opponents bee, that bee is stung. A stung bee is moved back to his players hive.

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The stinging bee steals all the nectar counters from the stung bee. Bees may only move orthogonally. Your bees cannot move into other players hives. Bees may 'jump' over other bees. You may stack your bees. Stacked bees may move nectar from one bee to another. A bee cannot move onto an opponents stack of bees. A bee that lands within 2 spaces of his hive may automatically be moved onto the hive by his controlling player.

VARIANTS Use a standard chessboard and eight sided dice to get coordinates.

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BERSERKER INTRODUCTION Board & card game for 2 players. Human fleet vs a Berserker Ship. Abstract skirmish level Ship combat. Each figure represents a single Ship (unit).

DISCLAIMER ‘Berserker’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY Destroy the opposing fleet.

THE MAP Use an 8x8 chessboard.

THE SHIPS Use chits or miniatures to represent Ships.

THE BERSERKER # 1

Type Berserker

Hits 20

Speed 2

Range 5

HUMAN FLEET UNIT TABLE # Type Hits Speed Range 4 C-Plus Gun Ship 1 2 6 4 Cruiser 2 3 4 8 Ramship 1 4 2 # = Number of that type of Ship you start the game with. Hits = Number of Hits that type of Ship has. Speed = Type of Move cards the unit can use (Maximum) Range = Type of Attack cards the unit can use (Maximum)

SETUP Each player places one Ship on each square of his back two rows. Ships may not stack.

THE CARDS Players share a common deck.

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TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Maneuver Phase Fire Phase

ORDERS PHASE Draw 3 cards. Max hand size = 5 cards. If the deck runs out, shuffle the discard and draw from it. Discard excess cards.

MANEUVER PHASE Play (discard) a Move card to move one of your Ships. The move card has a number. This is the number of spaces the Ship moves. The Unit tables list what type of Move cards each unit can use. Moves can be diagonal or orthogonal. Instead of moving just one Ship in any direction, you have the option of moving one or more Ships forward the indicated number of spaces using a single move card. Ships cannot move through other ships. A ship can only make one move per turn.

FIRE PHASE Play (discard) an Attack card to have a Ship attack. The attack card has a number. This is the range of the attack. The Unit tables list what type of Attack cards each unit can use. Attacks can be diagonal or orthogonal. Every attack does 1 point of damage. Use Chits or coins to record damage. A ship reduced to zero Hits sinks and removed from the board. Your opponent may play (discard) Defense cards to negate your attack. Ships cannot attack through other ships except for C-Plus Guns: Their Projectiles skip through Normal and Hyperspace. Cruisers can make up to 2 attacks per turn. The Berserker can make up to 3 attacks per turn. If a Ramship uses a "Marines" Attack card the Ramship is destroyed. A Marines card does 2 points of damage (1 from the Ram, 1 from the Boarders). A "Robot Security" defense card negates 1 point of damage caused by a Marines card.

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special Type = Purpose of card Dam = Damage (inflicted or prevented) # = Number of that card in the Deck.

CARD LIST 357

Card Name: Marines Point Blank Short Medium Long Very Long Extreme Tactical Speed Cruising Speed Fast Very Fast Evasion Superstructure Robot Security

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# 8 2 2 2 2 2 4 7 6 5 4 4 4 4

Range 1 1 2 3 4 5 6 1 2 3 4 -

Type A A A A A A A M M M M D D D

Notes Ramships only; Does 2 Points Damage

C-Plus Guns only

Ramships only Humans only Berserker only Berserker only vs Marines

BIG TROUBLE IN LITTLE CHINA SKIRMISH

INTRODUCTION Board & card game for 2 players. One player controls Egg Shen and his Allies. The other player controls Lo Pan & his Minions. Each figure represents one Man (Unit). Abstract simulation of the Battle at the end of the Movie.

DISCLAIMER ‘Big Trouble in Little China’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY The Egg Shen player wins if he kills Lo Pan. Lo Pan wins if he kills Egg Shen, Jack Burton, and Wang Chi.

THE MAP Use an 8X8 chessboard.

THE MEN Use chits or miniatures to represent men.

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EGG SHEN UNIT LIST # 1 1 1 6

Unit Name: Egg Shen Jack Burton Wang Chi Chang Sing Fighter

Hits 2 3 3 2

Notes: Wizard Guns Leap Minor, Guns

Hits 1 3 3 3 2 1

Notes: Wizard Demon Demon, Leap Demon, Strong Strong Minor, Guns

LO PAN UNIT LIST # 1 1 1 1 1 8

Unit Name: Lo Pan Lightning Rain Thunder Chinese Ogre Wing Kong Fighters

SETUP Each player places 1 man on each square of his back 2 rows. Men may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Fight Phase

ORDERS PHASE Draw 3 cards from your deck. If your deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your men. The move card has a number. This is the number of spaces the man moves. Moves can be diagonal or orthogonal.

FIGHT PHASE Play (discard) an Attack card to have a Man attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. The enemy man that is the target of the attack takes one point of damage.

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Use chits to keep track of damage. A man reduced to zero hits is killed. Your opponent may play a defense card to negate your attack.

CARD LIST NOTATION A M D X Z Y S R #

= = = = = = = = =

Attack Move Defense Special Draw 3 cards Look at next 7 cards in deck Look at opponents hand Attacker becomes target of his own attack Number of that card in the deck.

CARD LIST Card Name: Advance Walk Run Charge Leap Immaterial Walk through Walls Light Flash Attack Crystal Rocket Six Demon Bag Magic Crystals Silver Fan Magic Potion Divination Guardian Eye Ego Attack Reflect Attack Chinese Sorcery Missile Deflection Roadblock Form Great Strength Major Kick Ass Machine Guns Pistols Kung Fu Fighting Sneak Attack Throw Knife Sword Attack Martial Arts Weapons Leaping Attack Block Parry Dodge Run Away Reflexes Tough Guy Run up Walls Lightning Attack Flying Inflate Body Crush Weapon Superior Skill Force Projection Supernatural Toughness

# 6 8 6 5 4 2 2 2 1 1 2 1 1 1 1 2 2 2 2 1 2 2 2 2 4 2 2 2 4 2 2 2 2 2 2 2 2 2 2 1 1 2 2 2

Type M M M M M D M A A Z A R Z L S A R Z D D D A A A A A A A A A D D D D R D D A M D D A A D

Range 1 2 3 4 5 2 2 5 4 3 1 4 2 1 1 2 1 1 1 3 5 1 3 -

Notes: Not Wizards Not Wizards Leap Unit only Lo Pan only Lo Pan only Lo Pan only Egg Shen only Egg Shen only Egg Shen only Egg Shen only Egg Shen only Wizard only Lo Pan only Wizard only Not Minor Units Wizard only Wizard only Lo Pan only Strong only Demon only Guns only Guns only Not Wizards Not Ogre Not Wizards or Ogre Not Wizards or Ogre Leap only

Not Demons Jack only Jack only Leap only Lightning only Demons only Thunder only Strong only Wang Chi only Demons only Demons only

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LINKS RPG Conversion

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BIKER BRAWL INTRODUCTION Board & card game for 2 players. Two Rival Biker Gangs Face-off. Each figure represents a single biker.

VICTORY Kill the rival gang Leader.

THE MAP Use an 8x8 chessboard.

UNITS Use action figures, chits, or miniatures to represent Bikers.

GANGS Each player has 8 Bikers in his gang. Each gang has 3 types of Bikers: 1 Leader: Has 3 Hit points 2 Veterans: Have 2 Hit points each 5 Gang Members: Have 1 Hit point each

STUFF Distribute the following Stuff Tokens to your bikers: 4 Motorcycles 4 Bruisers 2 Guns 2 Knives 2 Tool Boxes A single Biker can have 0-3 Tokens. A single Biker cannot have more than 1 token of the same type.

SETUP Each player places one Biker on each square of his back row. Bikers may not stack.

THE CARDS Players share a common deck. The deck contains 2 of each card in the card list.

TURN SEQUENCE Players take turns.

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Each turn has 3 phases: Lady Luck Phase Ride Phase Fight Phase

LADY LUCK PHASE Draw 3 cards from your deck. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

RIDE PHASE Play (discard) a Move card to move one of your units. The move card has a number. This is the number of spaces the unit moves. Moves are diagonal or orthogonal. Units may not stack.

FIGHT PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. This is the range of the attack. Attacks are diagonal or orthogonal. The enemy unit that is the target of the attack loses one Hit point. Any unit reduced to 0 Hits is killed and removed from the board. Shit Kicking & Ass Whooping cards require 2 attackers adjacent to the same Target defender. Knock Heads & Throw Body cards allow a Bruiser to attack 2 targets simultaneously. The Road Rash card can be used by any biker against a target with a Motorcycle token.

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Diagonal only O = Orthogonal only Y = Any Biker can use this card C = Only Bikers with a Motorcycles token can use this card B = Only Bikers with a Bruisers token can use this card G = Only Bikers with a Guns token can use this card K = Only Bikers with a Knives token can use this card T = Only Bikers with a Tool Boxes token can use this card Type = Purpose of card User = Which player may use the card # = Number of that type of card in the deck

CARD LIST Card Name: Shit Kicking Ass Whooping Steel Tipped Boot Brass Knuckles Monkey Wrench

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# 1 1 1 1 1

Range 1 1 1O 1O 1X

Type A A A A A

User Y Y Y Y T

Butterfly Knife Lead Pipe Broken Bottle Acetylene Torch Bicycle Chain 38 Special Sawed Off Shotgun Fist Full of Rings Baseball Bat Run Over Face Against Tire Dragged by Bike Choke Hold Pile Driver Bear Hug Knock Heads Throw Body Two by Four Stiletto Revolver Road Rash Switchblade Strut Rush Run Cruise Peel Out Burn Rubber Tough Dodge

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 9 8 7 6 5 4 1 1

1X 1O 1X 1O 1X 2X 3O 1O 1X 1O 1O 1X 1O 1X 1O 1 1 1X 1X 2O 1 1X 1 2 3 4 5 6 -

A A A A A A A A A A A A A A A A A A A A A A M M M M M M D D

K T Y T Y G G Y Y C C C B B B B B Y K G Y K Y Y Y C C C B Y

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BIOMECHANOIDS INTRODUCTION 2+ player card game based on the fantasy creations of HR Giger. Players raise armies of Biomechanoids to destroy each other with.

DISCLAIMER The works of HR Giger are licensed, trademarked & copyrighted. This is merely a fan site.

VICTORY Reduce your opponent to zero hits.

HITS Each player starts with 20 hits.

THE DECK Players share a common deck.

SETUP Each player is dealt a hand of 7 cards. The strangest player goes first.

TURN SEQUENCE Players take turns. Each turn is divided into 6 phases: Regenerate Phase Destiny Phase Attack Phase Birth Phase Metamorphosis Phase Decay Phase

REGENERATE PHASE Draw 2 cards. If the deck runs out, shuffle the discard and draw from it. Remove 1 Weakness token from every card that has 1 or more weakness tokens.

DESTINY PHASE Destiny cards are played in this phase by you and your opponent.

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Destiny cards are discarded at the end of this phase.

ATTACK PHASE Each of your Biomechanoids may attack once on your turn in this phase. Biomechanoids have an Attack & Defense value. The attacking Biomechanoid does damage to your opponent equal to its attack value. Your opponent may block a Biomechanoid with one of his own to prevent this damage. A Biomechanoid cannot attack or block if it has a Weakness token. Compare the attack & defense values of the 2 Biomechanoids. If the attack value of the attacker exceeds the defense value of the blocker, the blocker is destroyed. If the attack value of the blocker exceeds the defense value of the attacker, the attacker is destroyed. Players may play Action cards to alter the attack/defense values of target Biomechanoids. The effects of Action cards only last till the end of the turn. A Biomechanoid that attacks gets a Weakness token at the end of the phase.

BIRTH PHASE You may put one Biomechanoid card into play. A Biomechanoid is a creature. Place the card face up in front of you. The Biomechanoid stays in play until it is destroyed. Some cards allow you to play additional Biomechanoids during this phase. Any time a Biomechanoid’s Defense value is reduced to zero or less, it is destroyed. You may also put one Location card or one Artifact card into play.

METAMORPHOSIS PHASE To a Biomechanoid you just put into play this turn, you may attach Feature cards. Feature cards give a bonus to the attack & defense values of the Biomechanoid. Some Feature cards give penalties. Your opponent may attach penalty Feature cards to your newly played Biomechanoid this phase.

DECAY PHASE Max hand size is 7 cards. Discard excess cards.

CARD TYPE ABBREVIATIONS # = Number of that card in the deck Atk = Attack Value Def = Defense Value L = Location B = Biomechanoid BMs = Biomechanoids F = Feature A = Artifact Z = Action X = Play in reaction to another card played D = Destiny WT = Weakness Token Cost 1 = The BM gets 1 WT if it uses this Feature or ability

CARD LIST 367

Card Name: The Shafts Fem Fatale Battle Fetus Extra Limbs Respirator Carapace Baby Machine Hydraulic Musculature Metal Skeleton Bone Plates Razor Claws Retractable Spikes Long Horn Bite Biomechanoid Wall Stone Flesh Great Phallus Deep Orifice Thickened Skull Unseeing Eyes Limbless Restrained Arm & Leg Monster Flesh Scythe Life Support Tubing Udders Perfect Breasts Exposed Brain Automaton Third Eye deck Mechanical Vasculature Battery Farming cards Impaled Fangs Spike Attack Human-Insectoid Worm Humanoid Sacrificial Attack Serpintine Humanoid Claspers Intercourse Amputation Skewered Atrocities Hideous Convulsions Orgasmic Frenzy Broken Neck Two-Headed Attached Wheels turn Queen of the Shafts Levitation Flaying Tendrils Poison Sacs Psychic Scream Penetrating Gaze Mutation turn Transference BMs Orgy Dagger Hands

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# 1 6 3 2 1 2 1 1 1 1 1 1 1 1 2 1 2 2 1 2 2 2 3 1 2 1 1 1 2 1

Type L B B F A F A F F F F F F Z B F F F F F F F B F F F F F B F

Atk 3 1 +1 +2 +2 +2 +1 +1 2 +1 -2 -2 -1 1 +3 +1 -1 2 +1

Def 2 1 +1 +2 +1 +2 +1 4 +1 +1 -2 -1 1 +1 -1 2 +1

Notes: All your BMs get Defense +1 Cost 1: Add 1 WT to target BM Gets +1 Def per attached Feature

1 1

F L

+1 -

+1 -

2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Z F D B B Z B F D Z Z Z F D Z Z F F

+4 +1 2 1 +5 3 +1 +3 +2 +1 -1 -

1 2 3 +1 -

1 1 1 1 1 1 1

B Z F F F F D

4 +3 +2 +4 -

4 +4 -1 -

Cost 1: Look at opponents hand Target BM may add Features this

1

D

-

-

Move Features between 2 of your

1 1

D D

+2

-

Play any number of BMs this turn

All your BMs get Defense +1 Play 1 extra BM per turn

Cannot Attack All your BMs get Attack +1 Cost 1: Play 1 extra BM per turn

This BM cannot attack

Cost 1: Remove 1 WT from target

Cost 1: Look at next 3 cards in Discard 1 ofyour BMs to draw 2

Do 2 damage to 2 target BMs BM dies at end of Attack phase May choose to get +1/-1 Attack +3 vs BM Draw 3 cards All your BMs get Attack +1 Target BM gets 3 weakness tokens All your BMs get +2/-1 Attack +5 vs BM BM gets +1 Atk or +1 Def each

Drain Essence Flesh Coat Erotic Attack Lust Self Destruction Disfigured Radiation Sickness Sub-machinegun Rifle Pistol Reptilian Humanoid Mirror Image Blade Guillotine Macabre Conveyor Protoplasmic Explosion Firearm Implants Arachnoid Acid Pump Brainless Strangulation Grotesque Clown turn Harnessed Bondage Drone Echoes Abominations Biomechanoid Mage +1 Hand Grenade Sling Shot Sex Slave Inhuman Servant card Nuclear Children Sadistic Axe Infestation Segmentation Tangle of Limbs Torso Mollusc Shell Serpent Tongue Press of Bodies Carnal Embrace Seduction Metempsychosis turn Cataract Interpenetration Midget Stilt Walker Corrosion play Membranous Eruption Larval Cocoon turn Evolution thisturn Biological Memories discard Clone Embryos Flesh Architecture Blocking Intrauterine Landscape turn Protective Slime Coat

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2

Z F D F Z F F F F F B Z F A A D F B F F Z B

+3 -1 -2 +4 +3 +2 2 +1 +2 3 +2 -1 1

+1 +1 -1 -1 2 +1 1 -1 1

1 2 1 2 2

F B D B B

-1 0 2 4

-1 2 3 3

Cost 1: All your BMs get Attack

1 1 1 2

D F B B

+1 1 1

1 2

Do 1 damage to 3 target BMs Gun Cost 1: Target BM gets +1/+1 Cost 1: Draw 1 card & Discard 1

2 1 1 1 1 1 1 1 1 1 1 1 1

B F F F F D B F F Z Z D D

1 +1 +2 -1 0 +1 +1 -

1 -1 +1 1 +2 -

Attached Gun gets Attack +1 BM must attack every turn

1 1 1 1

L D B D

1 -

1 -

All opposing BMs get attack -1 2 Target BMs get 2 WT

1 1

X D

-

-

Negate an Action card Target BM may add Features this

1

D

-

-

Allyour BMs mayadd Features

1

D

-

-

Get+keep any 1 card from the

2 1

B L

0 -

1 -

Draw 1 card when first played Allyour BMs get Atk +1 when

1

L

-

-

Play any number of BMs on your

1

F

+1

-

Target BM gets 3 WT BM must attack every turn Destroy your attacker & target BM Gun Gun Gun Destroy attacking BM All your BMs get Attack +1 Draw 1 extra card per turn Destroy target BM Gun

Attack +5 vs BM Cost 1:Target BM mustattackthis

Remove 3 WT from your BMs

Opponent cannot attack this turn

All opposing BMs get attack -1 Draw 1 card Gain control of Target BM All enemy BMs must attack this

Destroy all Artifacts & Guns in

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Mesmerize Transcendence deck Glowing Mist

LINKS HR Giger

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1 1

D D

-

-

3 Target BMs get 1 WT Get & keep any 1 card from the

1

D

-

-

Destroy all BMs in Play

BIONICLE SKIRMISH INTRODUCTION Board & card game for 2 players. Abstract skirmish level combat with Bionicle theme. Each figure (unit) represents a single Bionicle. One player controls the Good Toa Nuva. The other player controls the Evil Rahkshi.

DISCLAIMER Bionicle is a licensed, trademarked, copy-righted property. This is merely a fan site.

VICTORY You win if you destroy all opposing Bionicles.

THE CARDS Players share a common deck.

THE MAP Use an 8x8 chessboard.

BIONICLES Use figures or miniatures to represent Bionicles (units). Each player has 7 units:

TOA NUVA UNIT LIST Bionicle Name: Onua Nuva Lewa Nuva Pohatu Nuva Gali Nuva Kopaka Nuva Tahu Nuva Taka Nuva

Hits 4 4 4 4 4 4 4

Powers: Earth Air Stone Water Ice Fire Light

RAHKSHI UNIT LIST Bionicle Name Panrahk Kurahk Lerahk Guurahk

Hits 3 3 3 3

Powers: Shatter Discord Poison Rubble

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Vorahk Turahk Makuta

3 3 10

Drain Fear Master of Shadows

TOA NUVA POWER CARD LIST Play a Power card on a specific Toa Nuva to have it produce the listed effect Bionicle Name: Ability:Effect: Onua Nuva Earthquake: Attack of Range = 5 Lewa Nuva Lightning Blast = Attack of Range = 4 Pohatu Nuva Kodan Ball = Attack of Range = 3 Gali Nuva Water Jet: Attack of Range = 2 Kopaka Nuva Ice Shard Stream = Attack of Range = 3 Tahu Nuva Flame Strike = Attack of Range = 2 Taka Nuva Light Beam = Attack of Range = 4

RAHKSHI POWER CARD LIST Play a Power card on a specific Rahkshi to have it produce the listed effect Bionicle Name: Ability:Effect: Panrahk Sonic Bolt: Attack of Range = 3 Kurahk Discord: Range = 2: Take control of target Toa Nuva for 2 turns Lerahk Poison Touch: Attack of Range = 1 Guurahk Disentegration: Attack of Range = 3 Vorahk Drain Energy: Attack of Range = 1 (Vorahk regains 1 lost hit) Turahk Terror: Range = 2: Target Toa Nuva cannot attack for 3 turns Makuta Shadow Sphere: Attack of Range = K

TOA NUVA SPECIAL CARD LIST Play a Special Bionicle Name: Onua Nuva Lewa Nuva Pohatu Nuva Gali Nuva Kopaka Nuva Tahu Nuva Taka Nuva

card on a specific Toa Nuva to have it produce the listed effect Ability:Effect: Quake Breakers: Attack of Range = 1 Air Katanas = Attack of Range = 1 Throw Claws = Attack of Range = K Throw Axes: Attack of Range = K Ice Blade = Attack of Range = 1 Magma Swords = Attack of Range = 1 Staff of Light = Attack of Range = 2

RAHKSHI SPECIAL CARD LIST Play a Special Bionicle Name: All Rahk’s Makuta

card on a specific Rahkshi to have it produce the listed effect Ability:Effect: Power Staff: Attack of Range = 1 Giant Double Bladed Staff: Attack of Range = 2

TOA NUVA TRAVEL CARD LIST Play a Travel card on a specific Toa Nuva to have it produce the listed effect Bionicle Name: Ability:Effect: Onua Nuva Treads: Move of Range = 3 Lewa Nuva Glider Wings = Move of Range = 5 Pohatu Nuva Scale Wall = Move of Range = 2 Gali Nuva Swim: Move of Range = K Kopaka Nuva Ice Skates = Move of Range = 4 Tahu Nuva Lava Board = Move of Range = 4 Taka Nuva Ussanui Flyer = Move of Range = 5

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RAHKSHI TRAVEL CARD LIST Play a Travel card on a specific Rahkshi to have it produce the listed effect Bionicle Name: Ability:Effect: All Rahk’s Flyer Mode: Move of Range = 4 Makuta Mask of Shadows: Range = 2: Take control of target Toa Nuva for 2 turns

SETUP Each player places one Bionicle on each square of his back row. Bionicles may not stack. The Makuta unit does not start the game in play. It enters the board only after all the 6 Rahk units have been defeated. Place the Makuta on any empty corner space.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Fate Phase Move Phase Attack Phase

FATE PHASE Draw 3 cards. Max hand size = 5 cards. If the deck runs out, shuffle the discard and draw from it. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your Bionicles. The move card has a number. This is the number of spaces the Bionicle moves. Moves can be diagonal or orthogonal. Instead of moving just one Bionicle in any direction, you have the option of moving up to 2 Bionicles the indicated number of spaces using a single move card.

ATTACK PHASE Play (discard) an Attack card to have a Bionicle attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. Your opponent may play Defense cards to negate your attacks.

DAMAGE Every time a Bionicle is hit, it loses one Hit. Indicate Damage with tokens. If a Bionicle is reduced to zero Hits it is destroyed.

CARD LIST NOTATION 373

# = Copies of that card in the deck Type = Purpose of card M = Movement card A = Attack card D = Defense card S = Special card T = Travel card P = Power card K = As a Knight would move in Chess J = Jump over adjacent unit F = Turn target Attack back at its Originator N = Only useable by Toa Nuva R = Only useable by Rahkshi H = Heal: Unit regains 1 Lost Hit

BIONICLE COMMON DECK CARD LIST Card Name: Walk Hurry Run Leap Flip Power Special Travel Block Armor Dodge Deflect Strike Grapple Elemental Attack Heal

LINKS Games

374

# 4 4 4 2 2 4 4 4 4 4 2 2 6 2 2 2

Range 1 2 3 J K 1 1 2 -

Type M M M MN MN S P T D DR DN FN A AR AN HN

BIRTHRIGHT CONQUEST

INTRODUCTION Card game for 2 players. Set in the AD&D Birthright Campaign Setting. One player controls the Armies of Good. The other player controls the Armies of Evil.

DISCLAIMER Birthright is a copyrighted product. This is merely a fansite.

VICTORY Destroy all your opponents.

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To destroy an opponent, you must: Reduce your opponents Realm deck to zero cards. Then eliminate all his Realms in play.

THE DECKS There are 3 decks: The Good Deck The Evil Deck The Common (Action) Deck The Good & Evil Decks are collectively referred to as Realm Decks. Players keep 2 Hands: The Realm Hand kept Face up on the Table The Action Hand held in the players hand

CARD TYPES Card types in the Realm Decks include: Lords (Regents) Realms (Countries) Armies Card types in the Common Deck include: Spells Events Blood Abilities

SETUP Each player draws 5 Action cards. Each player draws 4 Realm cards. The Evil player goes first. Each player starts with 5 Gold.

TURN SEQUENCE Players take turns. Each turn has 6 Phases: Alliance Phase Planning Phase Realm Phase Recruit Phase Event Phase Attack Phase

ALLIANCE PHASE Draw 1 Realm card or Fill your Realm Hand to 4 cards. Pay 3 Gold to draw an extra card. Maximum Realm hand is 4 cards. Put your choice of excess cards on the bottom of your Realm deck.

PLANNING PHASE Draw 2 cards from the Common deck. Pay 2 Gold to draw an extra card. Maximum Action hand size is 7 cards. Discard your choice of excess cards. If the Common deck runs out shuffle the discard and draw from it.

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REALM PHASE Each of your Realms in Play generates 1 Gold. Use coins to represent Gold. Gold can be saved from turn to turn.

RECRUIT PHASE You may put exactly one Realm (Country) card from your hand into play. You may put Lords and Armies into play. Lords & Armies have a Gold cost = to their Force to put into play. Army cards must be attached to a Lord. Attached Armies are referred to as Allies. A Lord is free if you already have his Realm in play.

EVENT PHASE Certain Action cards can be played in this Phase. You must have a Priest, Wizard, or Awnsheghlein in play to play a Spell card.

ATTACK PHASE You may attack with none, some, or all of your Lords. If unblocked your opponent must discard 3 Realm cards from the top of his deck. If the opponent has no cards left in his Realm deck, discard one of his Realms in play. The Defending Player may Block attacks. For a given attack the defender may choose one of his Lords to block it. A Lord that attacked last turn cannot be used to block. Each Lord has a base Force value. This Force value is modified by Attached Armies and Action cards. Compare the Modified Forces of the Attacking & Blocking Lord. The Lord with the Higher Modified Force Wins the Battle. The Lower Force Lord and all attached cards are discarded. The winning Lord must discard one attached Army (if it has any) at end of turn. The Defender wins ties.

BLOODTHEFT Every time a Lord defeats an enemy Lord in Battle, he gets a +1 Force Blood Token.

CARD LIST NOTATION L = Lords R = Realms A = Armies S = Spells E = Events B = Blood Ability Cost = Cost in Gold to play

GOOD ALLIANCE DECK CARD LIST Card Name: Rangers Paladins Men Elves

# 2 1 5 3

Type A A A A

Force 4 5 1 3

Notes:

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Dwarves Roesone Marlae Roesone Aerenwe Liliene Swordwraith Diemed Heirl Diem Ilien Rogr Aglondier Medoere Suris Enlien Boeruine Aeric Boeruine Talinie Thuriene Donalls Taeghas Harald Khorien Dhoesone Fhiele Dhoesone Tuarhievel Fhileraene Baruk-Azhik Grimm Graybeard The Sielwode Emerald Queen Avanil Darien Avan Mhoried Daeric Mhoried Elinie Assan Ibn Daouta

4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

A R L R L R L R L R L R L R L R L R L R L R L R L R L R L R L

2 3 5 4 2 2 6 3 2 3 7 8 7 5 4 5

Regent: Marlae Roesone Fighter Regent: Liliene Swordwraith Ranger Regent: Heirl Diem Fighter Regent: Rogr Aglondier Wizard Regent: Suris Enlien Priest Regent: Aeric Boeruine Fighter Regent: Thuriene Donalls Priest Regent: Harald Khorien Wizard Regent: Fhiele Dhoesone Thief Regent: Fhileraene Elf Fighter/Wizard Regent: Grimm Graybeard Dwarf Fighter Regent: Emerald Queen Wizard Regent: Darien Avan Fighter Regent: Daeric Mhoried Ranger Regent: Assan Ibn Daouta Paladin

EVIL ALLIANCE DECK CARD LIST Card Name: Dragons Giants Gnolls Goblins Orogs The Spiderfell The Spider The Gorgons Crown The Gorgon Mieres Arron Vaumel Brosengae Eriene Mierelen Rhuobhe Rhuobhe Manslayer Cariele Entier Gladanil The Five Peaks The Eyeless One Markazor Godar Thurinson Mur-Kilad Razzik Fanggrabber Thurazor Tieskar Graecher The Chimaeron Chimaera Osoerde Jaison Raenech Ghore

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# 1 2 3 5 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Type A A A A A R L R L R L R L R L R L R L R L R L R L R L R L R

Force 5 4 3 1 2 4 9 3 4 5 3 5 3 2 4 5 4 -

Notes:

Regent: The Spider Awnsheghlein Regent: The Gorgon Awnsheghlein Regent: Arron Vaumel Thief Regent: Eriene Mierelen Thief Regent: Rhuobhe Manslayer Awnsheghlein Regent: Entier Gladanil Fighter Regent: The Eyeless One Wizard Regent: Godar Thurinson Fighter Regent: Razzik Fanggrabber Wizard Regent: Tieskar Graecher Goblin King Regent: Chimaera Awnsheghlein Regent: Jaison Raenech Fighter Regent: Gavin Tael

Gavin Tael Alamie Carilon Alamie Endier Guilder Kalien

1 1 1 1 1

L R L R L

5 1 3

Fighter Regent: Carilon Alamie Fighter Regent: Guilder Kalien Half Elf Thief

COMMON DECK CARD LIST Card Name: Battlewise Blood History Courage Character Reading Divine Aura Divine Wrath Elemental Control Fear Healing Iron Will Persuasion Detection Regeneration Resistance Protection Bloodmark Enhanced Senses Travel Touch of Decay Shadow Form Bloodsilver Blade Elaborate Court Vassalage Regency Diplomacy Assassination Blood Challenge Rebellion Natural Disaster Heresy Occupation Pillage Intrigue Festival Brigandage Corruption Law Holdings Ransom Fortifications Militia Temple Holdings Trade Routes Collect Taxes Guild Holdings Adventure Roads Avatar The Cold Rider Battle Magic Alchemy Death Plague Demagogue Dispell Realm Magic Legion of Dead Mass Destruction Raze

Type B B B B B B B B B B B B B B B B B B B B E E E E E E E E E E E E E E E E E E E E E E E E E E E E S S S S S S S S

Cost 1 3 2 2 2 1 1 1 -

Notes: Force Total +3 Draw 3 Action Cards Allies get Force +1 each All enemy Lords get Force –1 this turn Draw 2 Realm cards Destroy 1 opposing Ally Gain one Force = 3 Ally this turn All opposing Allies get –1 Force this turn Prevent Ally from being Destroyed Put destroyed Lord back into your Realm hand Put Lord from your Realm hand into play Look at opponents hand Put destroyed Lord back into your Realm hand Force total +3 Allies get Force +1 each Put Lord from your Realm hand into play Look at opponents hand Allows Lord that attacked last turn to Block Discard target Lord Lord cannot be Blocked this turn Force +3 Draw 3 Realm Cards Put an extra Realm into play this turn Put an extra Realm into play this turn Put an extra Realm into play this turn Discard target Lord Target Lord must Block Put Target Realm back in owner’s hand Put Target Realm back in owner’s hand Put Target Realm back in owner’s hand Control Target Realm after winning a Battle Gain 4 Gold after winning a Battle Look at opponents Action Hand Opponent may not attack this Turn Opponent loses 3 Gold Opponent loses 3 Gold Negate Event card Take 3 Gold from Opponent Force +4 while Defending Force +4 while Defending Put 2 Spell cards in Discard into your hand Gain 3 Gold Gain 3 Gold Gain 3 Gold Target Lord cannot Attack or Block Allows Lord that attacked last turn to Block Force +10 Discard target Mage Lord Force +3 Gain 3 Gold Put Target Realm back in owner’s hand Put an extra Realm into play this turn Negate Spell Card Gain three Force = 1 Allies this turn Force +3 Put Target Realm back in owner’s hand

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Scry Stronghold Subversion Summoning Warding Transport Bless Land Bless Army Blight Honest Dealings Investiture Ley Lines

LINKS Worlds Birthright More Birthright Index Overview Box D&D Forums Wizards Intro Playtest Campaign Welcome Prognosticator

380

S S S S S S S S S S S S

2 -

Look at next 7 cards in any Deck Force +4 while Defending Take control of target Non-Lord card Gain two Force = 2 Allies this turn Opponent may not attack this Turn Allows Lord that attacked last turn to Block Gain 3 Gold Allies get Force +1 each Put Target Realm back in owner’s hand Gain 3 Gold Put an extra Realm into play this turn Draw 2 cards from Realm or Common Deck

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BLITZ INTRODUCTION Card game. Simulates the Battle of Britain. July-September 1940

CARDS Players will have to make their own sets of cards. The RAF and Luftwaffe have their own unique decks. The Germans also need 20 tokens to represent bomb damage. On the Deck lists, # = number of that card in the deck. Both decks have 62 cards. Notice that most cards have a force value. Card sets are included at the bottom of the page.

SET UP Shuffle both decks. The RAF player draws 4 cards. The Luftwaffe player draws 4 cards.

TURN SEQUENCE Draw Phase Raid Phase Bombing Phase Discard Phase

DRAW PHASE Both players draw 2 cards from their respective decks.

RAID PHASE The German player may decide not to attack. If so, the turn ends. If he attacks the German and British players take turns playing cards face up from their hands. The German goes first. His first card in a raid must be a bomber. This continues until both players have no more cards they want to play. Each player can use only one force multiplier card per raid (Night Raid, Radar…) The German player adds up the force value of all of his cards and multiplies by 2 if a Night Raid card is used. This number is the Total Luftwaffe Force Value. All cards used in the Attack are discarded. The British player adds up the force value of all of his cards and multiplies by 2 if an Early warning radar card is used. This number is the Total British Force Value. All cards used in the Defense are discarded. The higher force total is the winner.

BOMBING PHASE If the RAF had a higher force total in raid phase then skip this phase. Notice that German bombers have a bomb value in addition to a force value.

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If the Luftwaffe had a higher force total, then bomb damage is dealt to the British player equal to the total bomb value of all bombers in the attack. The British player may play barrage balloons in this phase to negate 1 dive bomber per balloon. The British player may play repair cards in this phase to negate 1 point of bomb damage per repair card.

DISCARD PHASE If a player has more than 8 cards he must discard the excess. Players may also discard any cards they don't want.

LUFTWAFFE VICTORY If the Germans accumulate 20 points of bombing damage then they win. Hitler decides to go ahead with operation Sealion.

BRITISH VICTORY If the German player goes to draw a card and there are no cards left in his deck the British win. Hitler postpones operation Sealion indefinitely.

LUFTWAFFE DECK CARD LIST # CARD 15 Messerschmitt BF109 5 Zerstorer BF110 10 Hinkel 111 Deathshead 10 Dornier Do17Z 10 Junker Stukas 1 Ace Pilot 10 Night Raid in attack 1 Hermann Goering in attack

FORCE 4 3 1 1 1 7 X2

BOMB 0 0 3 2 1 0 0

NOTES Heavily-armed single-seat fighter Slow, 2-seat bomber escort Bomber. The Spade Bomber. The flying Pencil Versatile Dive-Bomber Example: Adolf Galland Doubles force of all cards used

X3

0

Triples force of all cards used

ROYAL AIR FORCE DECK CARD LIST # CARD 5 Supermarine Spitfire MK1 7 Hawker Hurricane service, & repair 1 Bristol Beaufighter radar 1 Bristol Blenheim 1 Boulton-Paul Defiant 1 Gloster Gladiator fighter 1 Fairey Battle 7 Early Warning Radar defense 3 Command & Control defense 1 Winston Churchill defense 5 Barrage Balloons 5 Repairs phase 10 Ack Ack Guns

FORCE 5 4

NOTES Fast single-seat fighter Single-seat fighter. Easy to build, fly,

6

Heavily-armed, 2-seat, night fighter with

2 2 3

3-seat, converted, long range fighter Heavy, old, slow, 2-seat fighter Old but maneuverable single-seat biplane

0 X2

Slow, outgunned 3-seat light bomber Doubles force of all cards used in

X2

Doubles force of all cards used in

X3

Triples force of all cards used in

0

Negate 1 Junker card in Bomb phase Negate 1 point of bomb damage in Bomb

2

0

Flak

383

5 1 5 3

Ground Fire Ace Pilot Inexperienced Pilots Decoy

1 7 0 4

Small arms Example: Peter Townsend Dogfighting tactic

BOMBING BERLIN: OPTIONAL RULE Churchill orders the bombing of Berlin. In retaliation Hitler targets cities instead of airfields and radar installations. On turns 1-14 bomb damage is double. On turns 15+ bomb damage is half. Do not round up or down. Keep tract of 0.5 bomb damage. (repairs and ballons are unaffected)

COUNTER SET The following card sets were created by Janne Thörne: The sets contain only one of each card type. Janne has also made sets for Cannonade & Midway. Download RAF cards set #1 Download RAF cards set #2 Download Luftwaffe card set

384

385

386

GAME DESIGNERS NOTES 387

Similar design to Zulu Spears. The Brits are defending in both games. I guess, deep down, I must be an anglophile.

388

BLOWN AWAY INTRODUCTION Board & card game for 2 players. 18th Century Naval Combat Abstract skirmish level Ship combat. Each figure represents a single Ship (unit).

VICTORY You win if you Sink the opposing Flagship.

THE MAP Use an 8x8 chessboard.

THE SHIPS Use chits or miniatures to represent Ships. Each Player has 4 types of Ships.

FLEET UNIT TABLE # Type Hits 1 Flagship 4 2 Ship of the Line 3 2 Clipper 2 3 Frigate 1 # = Number of that type of Ship you start the game with. Hits = Number of Hits that type of Ship has.

SETUP Each player places one Ship on each square of his back row. Ships may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Maneuver Phase Fire Phase

ORDERS PHASE Draw 3 cards.

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Max hand size = 5 cards. If the deck runs out, shuffle the discard and draw from it. Discard excess cards.

MANEUVER PHASE Play (discard) a Move card to move one of your Ships. The move card has a number. This is the number of spaces the Ship moves. Moves can be diagonal or orthogonal. Instead of moving just one Ship in any direction, you have the option of moving one or more Ships forward the indicated number of spaces using a single move card.

FIRE PHASE Play (discard) an Attack card to have a Ship attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. Every attack does 1 point of damage. Use Chits or coins to record damage. A ship reduced to zero Hits sinks and removed from the board. Your opponent may play (discard) Defense cards to negate your attack.

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special K = As a Knight would move in chess Type = Purpose of card Dam = Damage (inflicted or prevented) # = Number of that card in the Deck.

CARD LIST Card Name: Boarding Action Surrender Canister Grapeshot Bow Rake Broadsides Roundshot Chainshot: Dismasted Barshot: Dismasted Hot Shot: Fire Breeze Winds Sail Break the Line Gust Reload Rally Refuse Battle

390

# 2 2 2 2 2 2 2 1 1 2 5 4 3 2 2 2 2 2

Range 1 1 1 2 2 3 4 2 3 1 2 3 K 4 -

Type A A A A A A A X X X M M M M M X D D

Notes Only vs Ships with 1 Hit left Only by ship that moved this turn Target can no longer move Target can no longer move Attack does 1 extra damage

Draw 2 Cards

BLUE VS GRAY COMBINED ARMS INTRODUCTION Board game for 2 players. American Civil War theme. No dice or cards. Each unit represents a regiment.

VICTORY Occupy all Forts or destroy the enemy General.

THE MAP Use an 8x8 chessboard.

UNITS Use chits or miniatures to represent units. There are 7 distinct unit types.

UNIT ATTRIBUTES Each unit has 3 Attributes or Traits: *Move: the number of spaces the unit can move per turn. *Range: the maximum number of spaces distant the unit can apply damage. *Defense: the amount of damage the unit can take at one time before having to retreat. Some units have additional special abilities.

UNIT MASTER LIST Unit Name General Cavalry Infantry Riflemen Artillery Mortars

Move 4 4 2 2 1 1

Range 1 1 1 2 3 4

Defense 4 4 5 4 3 2

Max/Min 1/1 6/2 -/6 4/4/2/-

UNIT SPECIAL ABILITIES All friendly units adjacent to the General get Defense +1 Infantry do 2 damage vs Cavalry Artillery do 2 damage vs Infantry Cavalry do 2 damage vs Artillery Mortars do 2 damage vs Units in Forts

ARMY CREATION Each player designs an army before play starts. An army is composed of 16 units. The Master List gives the maximum & minimum numbers for each unit type

391

SETUP Each player places one unit on each square of his back three rows. Units may not stack. Players take turns placing their units. Determine who goes first in a non-random manner.

TURN SEQUENCE Players take turns. Each turn has 2 phases: Move Phase Attack Phase

MOVE PHASE You can move some, none, or all of your units in move phase. Units can move orthogonally or diagonally. Units can move up to a number of spaces equal to their Move Trait. Units cannot move through other units.

ATTACK PHASE Each of your units can attack one target enemy unit in Fire Phase. Different units may attack different targets. Each unit has a Range Trait (number of spaces out it can attack into) A unit can only attack a target that is within its range. Units with ranges 2+ can attack over other units. An attack does 1 point of damage. As soon as a unit takes damage in a turn equal to its Defense Trait, it must retreat. (Combined Arms: you must concentrate force & combine attacks) A retreating unit must move laterally or back towards its side of the board 1 space. A retreating unit unable to move is destroyed and is removed from the board. Units that retreat off the board are destroyed. A unit cannot move laterally if it will come in contact with an enemy unit.

DOUBLE WHAMMY RULE If you can force a unit to retreat a second time in the same phase, it is automatically destroyed.

OPTIONAL RULES TERRAIN Distribute Hills & Forts. Units occupying Hills have a Defense bonus of +1. Units occupying Forts have a Defense bonus of +2.

ELITE UNITS Each player may make 2 of his units Elite. Elite units get +1 to Defense & always do 2 Damage instead of 1.

EXPERIENCED UNITS 392

A unit that helps destroy 5 enemy units becomes Elite.

REINFORCEMENTS Every third turn each player gets one additional non-general unit. Reinforcement Units start on a player’s back row.

CAMPAIGN Use a Larger map with bigger armies. Use all the other optional rules.

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BOER WAR INTRODUCTION 2 player card game. Simulation of the Boer War 1899-1902. One player is the British Empire. The other player is the Transvaal & Free Orange State Boers.

VICTORY The first player to win two hands in a row wins the war.

THE DECKS Each player has their own unique deck. Each deck contains 2 copies of each card in their respective card list. Each deck has 40 cards. There are 2 card types: T = Troops & Equipment S = Strategies & Tactics Each card has a Force value of 1 to 10.

TURN SEQUENCE Each turn is divided into 3 phases: Logistics Phase Replenish Phase Battle Phase

LOGISTICS PHASE Each player draws 8 cards If the deck ever runs out, shuffle the discard and draw from it.

REPLENISH PHASE Each player may discard up to 4 cards and draw replacements.

BATTLE PHASE Each player determines the total force value of their hand. This is equal to the value of all playable cards in the hand. Up to 4 Troop cards may be played, and 4 Strategy cards. If there are duplicate cards, only count one of them. The player with the highest total wins the hand. Discard all cards at the end of the phase.

COURSE OF THE WAR 394

The war had 3 stages: The first stage saw major Boer successes vs Inept British Leadership. The Boer player gets to draw an extra card for the first 2 hands of the game. The second stage saw the British occupy the capitals of the Boers. No one has an advantage in the second stage. The third stage saw Boer Guerilla Warfare outdone by British Total Warfare. The might of the British Empire allows them to draw an extra card every Turn starting with the fifth turn.

BOER CARD LIST Card Name: Hit & Run Tactics Guerilla Warfare Cunning Traps Ambushes Entrenched Hills Home Territory Inept British Commanders Raids Camouflage Skirmishes Small Mobile Forces Excellent Marksmen Light Artillery Maxims & Mausers Bitterenders Veteran Snipers Live in the Saddle Masters of Gun & Horse Militia Riflemen Boer Commandos

Force 9 10 8 6 5 3 7 4 2 1 8 6 1 2 10 7 4 5 3 9

Type S S S S S S S S S S T T T T T T T T T T

Force 2 1 7 3

Type S S S S 9 S S S S S T T T T T T T T T T

BRITISH CARD LIST Card Name Displays of Courage Learn from Mistakes Break Siege Railroads Imperial Reinforcements Block Houses Occupation Scorched Earth Policy Concentration Camps Total War Garrisons Infantry Brigades British Regulars Field Artillery Vickers Machine Guns Naval Gun Batteries Cavalry Relief Columns Expeditionary Force

8 4 6 5 10 1 2 3 7 4 6 5 8 9 10

S

LINKS Essay

395

Boer War Boers

396

BOOM TOWN INTRODUCTION Players are rival Business Bosses in an old west boomtown. Hire Gunslingers to do your Dirty Work. The first player to acquire $100 becomes the new Mayor.

DECK, DICE & DOLLARS Six sided dice are needed. Use change to keep track of money. There are 90+ cards in the common deck.

SETUP Shuffle the deck. Each player is dealt a hand of 5 cards. Roll high on 1D6 to determine turn order.

OBJECT Be the first player to collect $100.

TURN SEQUENCE Players take turns. Each turn has 9 Phases: 1. Draw Phase 2. Collection Phase 3. Recruit Phase 4. Claim Phase 5. Dirty Deeds Phase 6. Holdup Phase 7. Showdown Phase 8. Posse Phase 9. Discard Phase

DRAW PHASE All players fill their hands to 5 cards. If the deck runs out, reshuffle the discard and draw from it.

COLLECTION PHASE Collect $1 for each Establishment in play you control.

RECRUIT PHASE Place one Gunslinger card into play face up. Gunslingers remain in play until killed.

397

CLAIM PHASE Place one Establishment card into play from your hand.

DIRTY DEEDS PHASE Play one Dirty Deed card. Resolve the effects as written on the card. If you play the range war card you may keep playing showdown phases this turn until you capture an establishment, or you run out of gunslingers.

HOLDUP PHASE Assign a holdup card to one of your Bad gunslingers. Your opponent may try to stop the holdup with one of his good gunslingers. Both players may play 1 Guts, 1 Gang, and 1 Gun card each simultaneously. Each player rolls 3D6. A player may reroll one die or add one to the total for each Shootout card played, the player with the lower total first. The gunslinger with the higher total wins. The other gunslinger is discarded. Discard all shootout cards. If there is a tie neither gunslinger is killed. If the bad gunslinger wins he gets the amount of money on the holdup card. The holdup card is discarded.

SHOWDOWN PHASE If you did not play a holdup card last phase, you may lay claim to an opponents establishment with one of your bad or ugly gunslingers. Your opponent may intervene with one of his good or ugly gunslingers. Both players may play 1 Guts, 1 Gang, and 1 Gun card each simultaneously. Each player rolls 3D6. A player may reroll one die or add one to the total for each Shootout card played, the player with the lower total first. The gunslinger with the higher total wins. The other gunslinger is discarded. Discard all shootout cards. The winner gets to keep the establishment card. If there is a tie both gunslingers are killed and the defender keeps the Establishment.

POSSE PHASE If you did not play a holdup card or lay claim this turn, you may assign a posse card to one of your good gunslingers. Your gunslinger may attack a target opponent’s bad gunslinger. Both players may play 1 Guts, 1 Gang, and 1 Gun card each simultaneously. Each player rolls 3D6. A player may reroll one die or add one to the total for each Shootout card played, the player with the lower total first. The gunslinger with the higher total wins. The other gunslinger is discarded. Discard all shootout cards. If there is a tie both gunslingers are killed. If the good gunslinger wins he gets the reward money on the posse card. The posse card is discarded.

DISCARD PHASE 398

Discard one or more cards from your hand.

GUNSLINGER LIST Name Pick Axe Pete Geronimo Crazy Horse Sitting Bull John Doc Holiday Cowboy Kyle The Old Timer The Klondike Kid Trapper John Buckaroo Calamity Jane The Sheriff The Deputy Wild Bill Hickock Davie Crockett Texas Ranger Federal Marshall Wyatt Earp Bat Masterson Buffalo Bill Colonel Custer Pinkerton Detective Butch Cassidy The Sundance Kid The Dalton Gang Billy the Kid Johnny Reb The Shootist Big Bad Bart The Frio Bandito The James Gang Jesse James The Regulators

Side Ugly Ugly Ugly Ugly Ugly Ugly Ugly Ugly Ugly Ugly Ugly Good Good Good Good Good Good Good Good Good Good Good Bad Bad Bad Bad Bad Bad Bad Bad Bad Bad Bad

SHOOTOUT CARD LIST Name Double Barrel Shotgun Winchester Rifle Six shooter Scattergun Derringer Tomahawk Bowie Knife Smith & Wesson Frontier Revolver Colt Revolver Peacemaker Beechers Bible Remington Double Action Sharps Breech Loader Buffalo Rifle Deadwood Posse Lynch Mob Missouri Border Ruffians Doge City Peace Commission Miners Sioux Indian Braves Mexican Bandits

Type Gun Gun Gun Gun Gun Gun Gun Gun Gun Gun Gun Gun Gun Gun Gun Gang Gang Gang Gang Gang Gang Gang

399

Outlaws Soldiers Cavalry Ranchers Townsfolk of Tombstone Mountain Men Sun in your eyes Quick Draw Ambush Dead Drunk Killer Instinct High Noon Out of Bullets Yellow Bellied Ricochet Fanning the Hammer Got the drop on him Hipshooting Stampede Misfire

Gang Gang Gang Gang Gang Gang Guts Guts Guts Guts Guts Guts Guts Guts Guts Guts Guts Guts Guts Guts

DIRTY DEEDS CARD LIST Card Name: Dynamite Claim Jumping Hang em High Arson Range War Pony Express

Notes Destroy target Establishment Take control of target Establishment Destroy target Bad Gunslinger Destroy target Establishment See rules Search the deck for one card & put it in your hand

HOLDUP CARDS Card Name: Bank Robbery Train Robbery Cattle Rustling Stagecoach Robbery Wells Fargo Holdup

Notes $10 $10 $5 $5 $10

POSSE CARDS Card Name: Reward Notice Tracker Apache Indian Guide Bounty Hunters Box Canyon

Notes $5 $5 $5 $5 $5

ESTABLISHMENT CARD LIST Acme Saloon Red Light Brothel Gambling Hall Horse Trader Trading Post Railroad Station McSween’s Store Gold Mine First National Bank Cattle Ranch

400

OK Corral Coal Mine Boot Hill Cemetery Cotton Mill Telegraph Office

GAME DESIGNERS NOTES Sorry Joe, this ones a card game too. For a shorter game play to $50.

401

BORDERKEEP INTRODUCTION Multiplayer card game or Solo rules. Each player controls a small town in a fantasy setting. Every turn players build structures and hire heroes to defend their town. Some cards are used to send monsters and disasters to destroy your opponent’s towns.

THE DECK The deck has 75 cards. These will have to be constructed before play is possible.

SETUP Six sided dice (D6) are needed. Roll high on 1D6 to determine turn order. Players start with a hand of 7 cards. Each player starts with 30 gold. Each player starts with 1 guard token. Each players town starts with a castle with 4 walls, and an income = 3 gold. Gold can be used to substitute for any other commodity on a one to one basis.

OBJECT Have the most defenders and structures at the end of the game. Each defender and structure is worth 1 victory point. The game ends when the last card is drawn from the deck. In a multiplayer game, the game ends if all but one player’s town is destroyed.

TURN SEQUENCE Players take turns. Each turn has 5 phases: 1. Draw Phase 2. Upkeep Phase 3. Production Phase 4. Build Phase 5. Attack Phase 6. Heal Phase

THE GOLDEN RULE In all situations, Gold can be used to substitute for any other commodity on a one to one basis. For example: You may have to pay an upkeep of 1 magic. You can substitute 1 gold instead.

DRAW PHASE Draw one card. Max hand size = 7. Discard excess cards. Pay 7 magic to draw an extra card.

402

If you bought the card discard it if it is a disaster or attack card.

UPKEEP PHASE All defenders have an upkeep = 1 food or weapon. Heroes have an additional upkeep of 1 magic. Some buildings have an upkeep in their card description. If the upkeep is not paid the card is discarded.

REVENUE PHASE Collect revenue from all structures and defenders that produce revenue. Revenue comes in different forms: Gold, food, magic, etc. Keep tract of each form of revenue.

BUILD PHASE Put structures and defenders into play by paying their cost. Defenders must be paid for in food and/or weapons. Magical defenders can also be paid for with magic. Structures must be paid for in wood or stone. Magical structures can also be paid for with magic. Artifacts must be paid for in magic.

ATTACK PHASE Players cannot play attack cards until turn 3. Attack cards include Disasters & Monsters. Play one Attack card on the opponent to your left. If you have more than one attack card, you may play the additional card on the next player, and so on. Resolve disasters according to the card text. Resolution of battles with monsters may take several segments. The monster and all defenders attack once during the segment. Attack order is determined by each cards initiative. Initiative = 10 attacks before Init = 9, and so on. All cards of the same initiative level attack simultaneously. An attacking card rolls a number of six sided dice equal to its Attack Dice (AD). Each roll of 1 causes the other side to lose 1 hit. The attacker decides where hits are inflicted. Each card has a number of hits. If this hit total is reduced to 0 the unit is destroyed. The monster will keep attacking until destroyed. If the monster destroys all the defenders, the monster is discarded and the defender must discard 1D6 structures. If there are no structures left, then castle walls are destroyed. If all a players castle walls are destroyed, the player is eliminated. Some units have Spells. Roll on the spell table at the beginning of each segment to see what spell the unit can cast.

HEAL PHASE All surviving defenders recover all lost hits. Walls may be rebuilt for 3 stone or wood each. Defender & Structure cards destroyed this turn may be put back in your hand for 2 magic each. Summoned minions are destroyed. Destroyed guard tokens are returned to play for free.

403

THE GUARD TOKEN Each player starts the game with one. The guard is a non-hero defender. The guard has initiative = 2, Attack Dice =2, and Hits = 2. The guard has no upkeep.

STRUCTURE CARD LIST Card Name: Cost Notes Farm 2 Revenue = 2 food Brewery 8 Revenue = 5 food Bakery 4 Revenue = 3 food Butcher 6 Revenue = 4 food Market Place 4 Convert 2 of any commodity into 1 gold Temple 8 Maximum hand size = +1 Guild Hall 10 Pay 5 gold to draw 1 card Tavern 6 Revenue = 1 gold per 3 defenders (round up) Inn 8 Revenue = 2 gold, Upkeep = 1 food Wizards Tower 10 Revenue = 3 magic; Magical Heroes cost 3 less Library 8 Revenue = 2 magic Alchemists Shop 4 Revenue = 1 magic Herbalist 4 Revenue = 1 magic Barracks 6 Upkeep = 1 Food; Nonhero defenders cost 2 less Armorer 8 Revenue = 3 weapons Shield Smith 6 Revenue = 2 weapons Fletcher 6 Revenue = 1 weapon; Missile units cost 3 less Blacksmith 4 Revenue = 1 weapon Defensive Wall 3 Guard House 6 Gain another Guard Token Moat 8 Attacker is - 1 AD Catapult 8 Initiative = 10, Attack Dice = 2 Ballista 6 Initiative = 8, Attack Dice = 3 Bombard 10 Initiative = 12, Attack Dice = 4 Stables 6 Rev = 1 gold, Upkeep = 1 food Quarry 8 Revenue = 3 stone Mason 6 Revenue = 2 stone Woodmill 8 Revenue = 3 wood Logging Camp 6 Revenue = 2 wood Mine 8 Revenue = 2 gold If you have a tavern nonmagical Heroes cost 2 less. If you have a stable mounted units cost 3 less.

NONHERO DEFENDER CARD LIST Card Name: Swordsmen Shieldmen Halberdiers Archers Crossbowmen Handgunners Longbowmen Light Horsemen Medium Cavalry Knights

Cost 7 6 9 8 9 8 10 7 9 11

Init 2 1 3 6 5 4 7 3 3 3

AD 3 2 4 1 3 3 2 2 3 4

Hits 2 3 2 1 1 1 1 2 3 4

Notes

Hits 4

Notes Mounted

Missile Missile Missile Missile Mounted Mounted Mounted

HERO DEFENDER CARD LIST Card Name: Cavalier

404

Cost 15

Init 5

AD 5

Ranger Nobleman Warrior Wizard Druid Priest

14 13 13 16 19 14

8 3 4 5 6 4

4 3 6 2 3 1

2 2 3 1 2 1

AD +4 +1 +2

Hits +1 +3 +0

Mounted; Missile Revenue = 1 Gold Magic, Spells Magic, Spells Magic, Spells

ARTIFACT CARD LIST Card Name: Cost Init Magic Sword 7 +2 Magic Armor 5 +1 Magic Bow 7 +5 Attach artifacts to nonmagic Heroes.

ATTACK CARD LIST: MONSTERS Card Name: Goblin Horde Dragon Giant Ogres Orc Army Trolls Demons Djinn Sorcerer Necromancer Bandits Barbarians Warlord Nomads

Init 1 5 4 2 3 1 3 7 5 4 5 3 5 5

AD 1 7 6 4 3 3 5 4 2 3 2 4 5 3

Hits 4 5 6 5 5 5 6 4 2 3 3 6 5 3

Notes

Spells Spells Spells Spells

ATTACK CARD LIST: DISASTERS Card Name: Earthquake Plague Blizzard Draught Magical Vortex Thieves Assassin Spies Prosperity Caravan War

Notes Roll 1D6 for every structure. On a roll of 1 it is destroyed Roll 1D6 for every defender. On a roll of 1 it is destroyed Opponent produces no food next turn Opponent produces no food next turn Opponent discards 1D6 cards from his hand. Any Opponent loses 2D6 gold from his treasury. Kill one of any opponent’s heroes Look at any opponent’s hand; Draw 1 card You gain 2D6 Gold. You gain 2D6 Gold. You may attack any opponent with one or more of your defenders

SPELL TABLE 1D6 1 2 3 4 5 6

Spell Name Elemental Blast Ensorcell Defense Heal Summon Death

Notes Init +5 AD + 3 this segment Target enemy unit has AD = 0 this segment Hits +3 for 2 segments Friendly units gain back 3 hits Minion has: Init = 3, Attack = 4, and Hits = 2 AD + 7 this segment

SOLO RULES 405

Do not draw extra cards. You are the target of all attack cards. Resolve attack cards the turn they are drawn. You win if you get through the deck.

NONCARD VERSION Paper & pencil required. You have to write down what units you own. The game is over after 5 Monster attacks. Instead of drawing cards roll on the following table:

EVENT TABLE 1D10 Event 1-4 Construction structure. 5 Recruit Hero 6-7 Recruit Troops 8 Disaster 9 Monster 0 Reroll

Notes Roll on the Structure table. You may build the indicated Roll Roll Roll Roll

on on on on

STRUCTURE TABLE 01-03 04-06 07-09 10-12 13-15 16-18 19-21 22-24 25-27 28-30 31-33 34-36 37-39 40-42 43-45 46-48 49-51 52-54 55-57 58-60 61-63 64-66 67-69 70-72 73-75 76-78 79-81 82-84 85-87 88-90 91-00

Farm Brewery Bakery Butcher Market Place Temple Guild Hall Tavern Inn Wizards Tower Library Alchemists Shop Herbalist Barracks Armorer Shield Smith Fletcher Blacksmith Defensive Wall Guard House Moat Catapult Ballista Bombard Stables Quarry Mason Woodmill Logging Camp Mine Pick one

TROOP TABLE 1D10 1

406

Unit Swordsmen

the the the the

Hero Table. You may hire the indicated hero Troop Table. You may hire the indicated troop Disaster Table. Monster Table. The indicated monster attacks.

2 3 4 5 6 7 8 9 0

Shieldmen Halberdiers Archers Crossbowmen Handgunners Longbowmen Light Horsemen Medium Cavalry Knights

HERO TABLE 1D10 1 2 3 4 5 6 7 8 9 0

Hero/Artifact Cavalier Ranger Nobleman Warrior Wizard Druid Priest Magic Sword Magic Armor Magic Bow

MONSTERS TABLE 1D100 01-07 08-14 15-21 22-28 29-35 36-42 43-48 49-56 57-63 64-70 71-77 78-84 85-91 92-98 99-00

Attacker Goblin Horde Dragon Giant Ogres Orc Army Trolls Demons Djinn Sorcerer Necromancer Bandits Barbarians Warlord Nomads Same as last time

ATTACK CARD LIST: DISASTERS 1D10 Event 1 Earthquake 2 Plague 3 Blizzard 4 Draught 5 Magical Vortex 6 Thieves 7 Assassin 8 Spies 9 Prosperity 0 Caravan Go to Medieval Keep

CARDSET Thanks Zak

Click here to get it.

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BOX CARS INTRODUCTION Train-themed Dice-and-scoring game for one or more players.

DICE Use 10 sided dice. 10 dice are required.

DICE ROLL TABLE 1D10 1 2 3 4 5 6 7 8 9 0

Result: Locomotive Caboose Mail Car Sleeper Car Coach Box Car Tank Hopper Way Car Breakdown

Notes:

Passenger Car Passenger Car Freight Car Freight Car Freight Car

TURN SEQUENCE Each turn has 6 phases: 1. Roll 10 Phase 2. Reroll 8 Phase 3. Reroll 6 Phase 4. Reroll 4 Phase 5. Reroll 2 Phase 6. Scoring Phase

ROLL 10 PHASE Roll 10 ten-sided dice. Consult the Dice Roll Table for every roll. Each roll corresponds to a type of Train Car.

REROLL 8 PHASE You may reroll up to 8 of your dice. A Breakdown result may only be rerolled if you have a Way Car in play.

REROLL 6 PHASE You may reroll up to 6 of your dice. A Breakdown result may only be rerolled if you have a Way Car in play.

REROLL 4 PHASE 408

You may reroll up to 4 of your dice. A Breakdown result may only be rerolled if you have a Way Car in play.

REROLL 2 PHASE You may reroll up to 2 of your dice. A Breakdown result may only be rerolled if you have a Way Car in play.

SCORING PHASE Look at your final die roll results: Roll or Combo: Points: One Locomotive +10 No Locomotive Score no points at all this turn Each Additional Locomotive +0 One Caboose +10 Each Additional Caboose +0 No Caboose -10 Way Car +0 Breakdown -10 One Mail Car +10 Each Additional Mail Car +0 One of a Kind +5 Two of a Kind +20 Three of a Kind +40 Four of a Kind +60 Five of a Kind +80 Six of a Kind +100 Seven of a Kind +120 Eight or more of a Kind +140 (For Example: 8 Coach Rolls) Passenger Car Bonus +10 Freight Car Bonus +10 Notes: “X of a kind” apply to Sleeper, Coach, Box, Tank, & Hopper Cars only To get the Passenger Car Bonus you must have at least 2 Passenger Car results & no Freight Car results. To get the Freight Car Bonus you must have at least 2 Freight Car results & no Passenger Car results.

FULL GAME Add up your score for 5 Turns.

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BOXER REBELLION

410

INTRODUCTION Historical War game for 4 players. Hex-map, unit counters, dice, random deployment of common enemy, race for victory conditions.

PLAYERS Each player takes control of one of the 4 foreign armies: The British (Including Indian troops) The Russians The Japanese The Americans (Including German & Italian troops)

BACKGROUND For a historical synopsis of the Boxer Rebellion please visit this Website

THE MAP Use a large hex map (25 x 25 minimum). The map is of Peking, the capital of China. There are 4 terrain types: 1. Rural 2. City (Including buildings and roads) 3. Imperial Palace (Forbidden City, home of the Dowager Empress) 4. Legation (Embassy) neighborhood (Where all the Diplomats and Foreign Nationals live) There are also walls: Walls border hexes. Walls must be breached in order for units to pass. The city is surrounded by walls. 4 hexes in the center of the city are the Imperial Palace. They are surrounded by walls. A wall (The Tartar Wall) divides the city into North & South sides. Next to the Forbidden city on the North side of the Tartar Wall is the 4 adjacent hexes of the legation. The Legation is partially surrounded by walls. Each Foreign army must travel at least 10 hexes to get to the Legation neighborhood. The hexes outside the city are rural.

COUNTERS Each counter represents 500 men or a battery of 10 cannons.

SETUP Each foreign army starts along the border hexes on a different side of the map. The British start on the North Side. The Russians start on the West Side. The Japanese start on the East Side. The Americans start on the South Side. The Russians get the first turn. The Forbidden city is occupied by Ching Imperial Army units.

VICTORY When all 4 Legation hexes are occupied by Foreign army units, the game is over. The foreign nationals are rescued.

If one player occupies all 4 hexes, it is a total victory for that player. If different players occupy different legation hexes, it is a shared victory.

TURN SEQUENCE Players take turns. Each turn has 5 phases: Rally Phase Artillery Phase Breach Phase Rebel Phase Action Phase

RALLY PHASE Roll once for each of your suppressed units: 1D10 Result: 1-4 Remove all Suppression counters 5-7 Remove one Suppression counter 8-9 Unit pinned. Remove no counters 10 Rout: Unit retreats 1 hex if possible. Remove no counters

ARTILLERY PHASE Each Artillery unit can attack one Chinese unit up to 3 hexes away. Roll 1D10: 1D10 Result: 1-5 Target Unit destroyed 6 Artillery unit out of Ammo for rest of game. 7-8 Target Unit Suppressed 9-10+ Target Unit unaffected Add +1 to the roll if attacking Ching units. No modification if attacking Boxer units. Add +1 to the roll if attacking a unit 2 hexes away. Add +2 to the roll if attacking a unit 3 hexes away. No modification if attacking adjacent units. Add +1 to the roll if attacking a unit behind a wall. Suppressed artillery cannot attack. Artillery cannot attack unscouted hexes.

BREACH PHASE Units can attempt to breach a wall (one hex face of wall). 1D10 Result: 1-5 Wall unaffected. 6-10 Wall Breached. Add +2 to roll if the unit is artillery. Place a Breach marker next to the breached wall. Suppressed units may not attempt to breach.

Roll 1D10:

REBEL PHASE Roll once for every Chinese unit that you want to activate: 1D10 Result 1-3 The unit is activated 4-10 The unit does not act this turn. If the activated unit has a suppression marker, its action will be to remove it. An activated unit can freely be moved one hex, or it can attack: A Chinese artillery unit will fire at the closest foreign unit of the active players choice up to 2 hexes away. A Boxer or Ching army unit will attack an adjacent foreign unit of the active players choice.

412

See the combat rules if the Chinese are made to attack.

SCOUT RULE Every time a foreign unit moves you must scout the surrounding adjacent unscouted hexes. All city hexes start the game as unscouted (Unknown, unexplored) Once a hex is scouted, it remains scouted for the rest of the game. To scout, draw one random counter from the Rebellion Draw Pile and place it in the hex being scouted. The Rebellion Draw Pile contains the counter types listed in the Chinese Counter List. When a Chinese unit is destroyed, it is set aside in a discard pile. If the draw pile ever runs out, draw from the discard pile.

ACTION PHASE Artillery units that attacked or breached cannot move this turn. No units may stack. Only one unit per space. In order to move a Foreign unit must roll 1D10: 1D10 Result: 1-2 Unit fails to move. (Lack of communication, confusion, snipers, skirmishes) 3-7 Unit can move one space 8-10+ Unit can move 2 spaces. Artillery units get –1 to the roll. (Heavy, difficult to move in cities) Japanese Troops get –1 to the roll. (They are too busy killing Chinese to move) Americans get +1 to the roll. (They have a tendency to rush in) Suppressed units cannot move. A unit gets -1 to its roll if it tries to move past an opposing foreign (shooting each other in the back) or chinese unit. Units may not enter hexes containing ‘Impassable Area’ counters. If a unit tries to enter a hex occupied by a Ching or Boxer unit it must stop and fight it (See Combat rules). A unit cannot move after fighting. After a unit moves it scouts all adjacent hexes (See Scout rules) A unit can only move into a hex that has been scouted. Units cannot move through an unbreached wall. Reserve Rule: An adjacent suppressed unit and a 'healthy unit' of the active player may automatically trade places. This counts as their moves for the turn.

COMBAT RULES If an army unit tries to enter the same space as a Ching or Boxer unit roll 1D10: 1D10 Result: 1-5 The Chinese army is destroyed 6-8 The Chinese army is suppressed 9-10 The Chinese army is unaffected Add +1 to the roll if attacking a Ching Unit. Add –1 to the roll for each suppression marker on the Chinese unit. Next roll 1D10 again: 1D10 Result: 1-7 The Foreign army is unaffected 8-10 The Foreign army is suppressed 11+ The Foreign army is destroyed Add +1 to the roll for each suppression marker on the Foreign unit. Add +1 to the roll if attacking a Ching Artillery Unit. If the Foreign unit is unaffected and the Chinese unit is destroyed the foreign unit may enter the hex. If a unit becomes Suppressed, put a Suppression marker under it. Foreign armies never directly attack each other.

CHINESE COUNTER LIST 413

Counter Name: # Counter Color:(Notes) Ching Imperial Army 20 Orange Ching Imperial Artillery 10 Orange-Red Boxer Rebels 70 Yellow Empty Areas 50 Pink Impassable Areas 50 Brown (Dense housing, Fires, Waterways) # = Number of that counter contained in the Rebellion Draw Pile Impassable areas cannot be moved through, destroyed, or breached. The counters for Empty areas may be discarded immediately.

FOREIGN UNITS LIST Unit Name: Russian Troops Russian Artillery British Troops British Artillery Japanese Troops Japanese Artillery American Troops American Artillery Notes: Use a symbol on

# Counter Color: 8 White 2 White 6 Navy-Blue 3 Navy-Blue 20 Red 1 Red 6 Green 1 Green the counters to differentiate artillery & troop units.

THE MAP Courtesy of Janne Thorne:

414

BRITISH SUDAN INTRODUCTION 2 player card game around the Mahdist uprising in the Sudan 1885-1898. One player is the Anglo-Egyptians. The other player is the Mhadists.

DECKS There are two unique decks, one for each player.

REGIONS There are five region cards: 1. Egypt 2. Northern (Military) Sudan 3. Southern Sudan (Omdurman, Khartoum, the Ghezira, the White and Blue Niles) 4. Western Sudan (Kordofan and Darfur), 5. Eastern Sudan (the Atbara river, Abyssinian frontier, and Red Sea Littoral)

VICTORY A player automatically wins if he ever controls all 5 regions at the same time. The player who controls the most regions at the end of turn 9 is the winner.

SETUP The British player is in control of Egypt. Neither player controls the other 4 regions. Players use tokens to mark which regions they control.

TURN SEQUENCE Each turn has 5 phases: Logistics Phase Relief Phase Deploy Phase Travel Phase Conflict Phase

LOGISTICS PHASE Each player fills their hand to 7 cards from their own deck. If the deck runs out shuffle the discard and draw from it.

RELIEF PHASE You may discard up to 4 cards and draw replacements.

DEPLOY PHASE 415

Players roll high on 1D6 to see who deploys last. Players take unit cards from their hands and place them onto the regions face down. You must deploy like units with like units if possible. When both players have deployed the cards are revealed. The British may only Deploy to Egypt and North. The Dervishes may deploy to all regions except Egypt.

TRAVEL PHASE Players roll high on 1D6 to see who moves last. Players may move 1D6 Unit cards from one adjacent region to another. The British player may move additional Unit cards if he plays a Movement card. Boats & Cavalry may move automatically for free. Boats may never be in West. North is adjacent to South and Egypt. South is adjacent to North, East, and West.

UNIT LIMITS A Region may have only one Leader. A Region may have only one Flag.

CONFLICT PHASE Resolve conflicts for all 5 regions in turn. Players add up the force total of all their units in a region. If the Mahdists have Shock, Cavalry, Artillery, and Rifle units in the same region they get a force bonus of +5. If the British have Infantry, Cavalry, Artillery, and Maxim units in the same region they get a force bonus of +5. Players may then play cards from their hands to increase their force totals. A player may play only one Tactics card. If the player controls the region he may not play an Attack Tactics card. If the player does not control the region he may not play a Defense Tactics card. The player with the highest Force total has the Advantage. Roll on the Conflict Table:

CONFLICT TABLE 1D6 Result: 1-2 The side with the Advantage loses one unit. Roll again 3-5 The side without the Advantage loses one unit. Roll again 6 The side with the Advantage gains control of the region. Stop rolling. If you roll a 6 the conflict in that region is over for the turn. Units stay in play from turn to turn. Destroyed units are discarded. Tactics cards remain in effect until the conflict in the region is over. Tactics cards are discarded at the end of the conflict in that region.

ANGLO EGYPTIAN CARD TYPES UI = infantry Unit UC = Cavalry Unit UA = Artillery Unit UM = Maxim Unit UB = Boat Unit TT = Tactics AT = Attack Tactics DT = Defense Tactics M = Movement

416

ANGLO EGYPTIAN DECK CARD LIST Card Name: 1st Egyptian Regiment 2nd Egyptian Regiment 3rd Egyptian Cavalry Regiment 4th Egyptian Camel Corps 5th Egyptian Artillery Battery loaders 5th Egyptian Maxim Battery Xth Sudanese Regiment Nile Flotilla Gunboats British Infantry British Cavalry British Camel Corps British Artillery Batteries British Maxim Battery Discipline Infantry Square Relief Force Garrison Force Defend Camp Travel Nile River Travel Atbara River Travel Desert Railway Travel Desert Route

# 8 8 2 1

Type UI UI UC UC 3

Force 4 4 5 5 UA

Notes Infantry Infantry Squadrons Camel-mounted infantry 9 9-pdr rifled breech-

2 8

UM UI 2 UI UC UC UA UM TT TT AT DT DT M M M M

11 3 UB 6 6 6 10 11 8 7 10 10 9 -

Maxims Sudanese Infantry 12 BlueJackets Expeditionary Force Expeditionary Force Expeditionary Force 15-pdr rifled breech-loaders Maxims Only play if British present Only play if Infantry present

Force 3 4 5 6 5 6 7 9 8 8 8 9 7 12 10 11 12 11 10 9

Notes

6 2 1 2 1 4 4 4 4 4 4 2 2 4

6 6 6 4

Units Units to/from West Units to/from North Units

DERVISH CARD TYPES US UC UA UR UB UL UF TT AT DT

= = = = = = = = = =

Shock Unit Cavalry Unit Artillery Unit Rifle Unit Boat Unit Leader Unit Flag Unit Tactics Attack Tactics Defense Tactics

DERVISH DECK CARD LIST Card Name: Ansar Spearmen Mahdist Warrior Fuzzy-wuzzies Baqqura Cavalry Dervishes Jehadiyya Riflemen Kashkhashan Rifles 12-pdr smoothbores 9-pdr breech-loaders Nile Steamer Fanatical Charge Jihad Amir Al-Mahdi Uthman Diqna Khalifa Abdullahi Black Flag Red Flag Green Flag Ambushing a column

# 5 5 5 10 5 10 1 4 4 3 4 2 2 1 1 1 1 1 1 4

Type US US US UC UR UR UR UA UA UB TT TT UL UL UL UL UF UF UF AT

Beja Swordsmen Percussion Cap Bolt Action Elephant Guns

417

Surprise Revolt Defend Town Defend Camp Attack Khartoum Attack Wadi Halfa Attack Suakin Attack El Obeid

4 4 4 1 1 1 1

AT DT DT AT AT AT AT

10 10 9 10 10 10 10

NOTES Dervish Units have a greater quantity of Troops. Anglo-Egyptian Units have better quality Troops.

LINKS The Colonial Angle

418

South Region North Region East Region West Region

BUCCANEERS INTRODUCTION Board & card game for 2 players. Boarding Action between two Pirate ships. Abstract skirmish level combat. Each figure represents a single man (unit).

VICTORY You win if you kill the opposing Captain.

THE MAP Use an 8x8 chessboard.

THE MEN Use chits or miniatures to represent men. There are 5 types of men: Captains, First Mates, Bullyboys, Sailors, and Sharpshots.

UNIT STAT TABLE # Type: Hits Rank 1 Captain 3 Officer 2 Officer 2 Officer 4 Bullyboy 2 Crew 8 Sailor 1 Crew 1 Sharpshot 1 Crew # = Number of that type of man you start the game with. Hits = Number of Hits that type of unit has.

SETUP Each player places one unit on each square of his back two rows. Units may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Luck Phase Move Phase Fight Phase

LUCK PHASE 419

Draw 3 cards. Max hand size = 5 cards. If the deck runs out, shuffle the discard and draw from it. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your men. The move card has a number. This is the number of spaces the man moves. Moves can be diagonal or orthogonal. “Knight” type move cards allow a man to move like a knight in chess. Instead of moving just one man in any direction, you have the option of moving one or more men forward the indicated number of spaces using a single move card.

FIGHT PHASE Play (discard) an Attack card to have a man attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. “Knight” type attack cards produce an attack with a range like a knight in chess. Captains may make 2 attacks per turn (using two different cards) Only the Sharpshot may use the Musket card. Officers may only use Officer Attack cards. Crew may only use Crew Attack cards. Each attack does one point of damage. Use Chits or coins to record damage. A man reduced to 0 Hits is killed and removed from the board. Your opponent may play Defense cards to negate your attack.

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special card C = Crew O = Officer S = Sharpshot E = Either Crew or Officer K = as a Knight would move in Chess Type = Purpose of card User = What type of units may use the card # = Number of that card in the Deck

CARD LIST Card Name: Duck Jump Parry Climb Rigging Run Away Hide Knife Cutthroat Backstab Hook Cutlass

420

Range 1 1 1 1 1

Type D D D D D D A A A A A

User E E E E E E C C C E E

# 1 1 1 1 1 1 1 1 1 1 2

Notes Negate Negate Negate Negate Negate Negate

attack attack non-gun attack attack attack attack

Rapier Thrown Overboard Bludgeoned Lunge Axe Oar Gaff Boarding Pike Ramrod Thrown Knife Musketoon Flintlock Pistol Blunderbuss Musket Swivel Gun Peg Leg Sea Legs Rush In Swing on Rope Mad Dash Swashbuckling

1 1 1 2 2 2 2 2 2 3 3 K 4 5 6 1 2 3 4 5 -

A A A A A A A A A A A A A A A M M M M M X

O E C E C C C C C C C O C S C E E E E E -

1 2 1 1 1 1 1 1 1 1 1 2 1 1 1 4 4 4 4 4 2

Discard to draw 3 cards

421

BUCK ROGERS

INTRODUCTION Welcome to the World of the 25th Century. Help Buck defeat the Han Empire! Card game for 2 players.

DISCLAIMER Buck Rogers is a trademarked, copyrighted property. This is merely a fan site.

THE DECKS One player gets the Org Deck. The other player gets the Han Deck.

VICTORY The first player to win 5 hands is the winner.

TURN SEQUENCE Each turn has 5 phases: Arrival Phase Reinforcement Phase Adventure Phase Cliffhanger Phase Narrator Phase

ARRIVAL PHASE Each player fills their hand to 7 cards. If your deck runs out, shuffle the discard and draw from it.

REINFORCEMENTS PHASE Players may discard up to 4 cards and draw replacements.

422

ADVENTURE PHASE Players simultaneous reveal none, some, or all of their cards. Cards not revealed are held for next turn. Hero & Villain cards are unique. You can only reveal one card of an individual. For example: You may have two Wilma Deering cards in your hand, but you can only reveal one. Skill cards must be attached to a Hero or Villain, if you don’t have a Villain or hero you can’t play any skill cards. Any number of Skill cards may be attached to a Hero or Villain. Weapon cards must be attached to a Hero or Villain or Ally card. A Hero or Villain or Ally may only attach one Weapon card. Vehicle cards must be attached to a Hero or Villain. A Hero or Villain may only attach one Vehicle card. Equipment cards must be attached to a Hero or Villain card. A Hero or Villain may attach any number of Equipment cards. A player may reveal only one Plot card. The Org player may reveal Flaw cards if there is an appropriate revealed target.

CLIFFHANGER PHASE Each player adds up the Force values of their cards. The player with the higher total wins the hand. Keep track of wins.

NARRATOR PHASE The winner of the phase makes an improvisational narrative of this turn (Episode) using some or all of the cards played as a basis.

CARD TYPE ABBREVIATIONS # = Number of that card in the deck S = Skill SS = Science Skill HN = Niagra Hero H = Hero A = Allies AA = Allied Artillery AN = Niagra Allies W = Weapon E = Equipment V = Vehicle VE = Vehicle Equipment VL = Villain P = Plot F = Han Flaw

CONFEDERATION OF UNITED ORGZONES DECK LIST Card Name Buck Rogers Wilma Deering

# 6 6

Type HN HN

Force 5 3

Notes +1 if played with Buck

423

Doctor Huer 3 Commander MacGregor 1 Colonel Edwards 1 Lieutenant Gilda 1 Lieutenant Blair 1 Tommy Johnson 1 Lariat Luke 1 Cyclone Kid 1 Lone Wolf 1 Nunah 1 Rocket Pistols 3 Biplanes 3 Will to live 1 Bronco Buster 1 Orgzone Soldier 2 Org Militia 1 Org Scouts 1 American Freedom Fighters 1 Elite Air Guard 1 Western Outlaws 1 Lasso 1 Personal Rocket Flier 2 Fisticuffs 1 Flying Ace 2 Horses 1 First Aid 1 Knife 1 Jumping Belt 2 Radio Helmet 2 Electronist 1 Mechanic 1 Nimble 1 Rifle 1 Daredevil 1 Radiophone 1 Golden Dragon Society 1 Wong 1 Arrogant 1 Poor Morale 1 Cowardly 1 Short Range Disintegrator Rays 1 Boastfull 1 Centralization of Power 1 Inventor 1 Brawling 1 Lightning Raid 1 Guerilla Warfare 1 Indomitable Spirit 1 Marksman 1 Willpower & Determination 1 Allegheny Orgzone 1 Niagra 1 Maverick 1 Patriotic 1 Leadership 1 Artillery Batteries 1 Rocket Cruisers 1 Destroy Power Generators 1 Rocket Cannons 1 Spy Eye Radio Torpedoes Rescue Mission 1 Infiltrate Han City 1 Escape Han 1 Cliffhanger 1 Gas Grenade 1 Surprise 1

424

HN HN HN HN HN HN H H H H W V S S AN AN AN AN AN A W V S S V SS W E E SS SS S W S E A H F F F F F F SS S P P S S S L L S S S AA V P AA 1 P P P P W P

4 4 3 2 2 2 3 2 3 2 2 2 3 3 2 2 2 2 2 2 1 3 2 1 1 3 1 1 1 2 2 3 2 3 2 4 4 2 2 3 3 3 3 3 3 3 3 3 2 3 4 3 3 VE 3 3 3 3 2 3

+1 per Science Skill attached Allies get +1 each +1 if played with Buck Artillery gets +1 Outlaw, Outlaws get +1 Outlaw +1 if Vehicle attached +1 if played with Lone Wolf

Attach to Outlaw Hero

+2 if Vehicle attached +2 if attached to Outlaw +3 if Vehicle attached +2 if attached to Outlaw +2 if Hero has no Vehicle +1 per Hero played

Golden Target Target Target Target Target Target

Dragon Villain gets –2 Han Ally gets –2 Han Unit gets –2 Han Ally gets –2 Villain gets –2 Plot gets –2

Niagra Units +1 Niagra Units +1 Allies get +1 Locations get +2

3

Solve Mystery Fortuitous Event

1 1

P P

3 3

Type VL VL 6 VL VL S A A W S S A A A VL VL W VL A A V VE VE S S S S S S L L VL S S A VL S SS SS AA W S S A VL A A VL P S S P W P P P W W P

Force 5 4 VL 4 3 3 2 3 2 3 3 2 3 3 3 3 2 4 4 4 3 2 2 1 3 3 3 2 3 3 3 2 3 2 2 3 3 1 2 5 4 3 2 2 4 4 4 4 3 3 2 3 3 3 3 3 2 2 3

HAN EMPIRE DECK LIST Card Name Mongol Emperor Viceroy of Chicago Cornelius “Killer” Kane Morke Ka-Lono Om-Ka Zoril Disguise Air Marshals Emperors Guard Dagger Intrigue Espionage Han Troops Han Fliers Han Paratroopers Han Junior Officer Han Senior Officer Disintegrator Pistol Air Marshal Ka-Flui Mongol Raider Han Airship Personal Flier Repellor Beams Broadcast Power Piloting Cunning Tactician Ruthlessness Genocidal Tricky Opponent Emperors Palace Walled City of Los Angeles Viscount Underestimated Evil Han Officials Lan Lu Ambition Robotist Methodical Super Powered Ray Projector Disintegrator Rifle Heavy Weapons Grappling Bad Blood Outcasts Black Barney Warlords of the Stratosphere Chaos Dragon Rocket Cruiser Ardala Valmar Sabateur Sworn Enemy Cruel & Vindictive Han Oppression Disintegrator Cannons Airship Raids Airship Patrol Prisoners Paralyzing Ray Swords Ambush

# 6 3 1 1 1 1 1 1 1 1 6 2 1 3 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Notes 4 +1 per Science Skill attached Assistant of Ka-Lono

Look: next 7 cards in oppnts deck

Han Allies +1

Vehicles get +1 Han Allies +1 +3 if Vehicle attached

Robots in play get +2

Pirate cards get +1 Pirate Pirate

425

Radio Controlled Robots Nefarious Scheme Flash Pellet Robot Army False Information Deathtrap

426

1 1 1 1 1

1 P E A P P

A 3 2 3 3 3

2

BUCKAROO BANZAI

INTRODUCTION Card game for 2 players. One player is Team Banzai. The other player is the Red Lectroids.

DISCLAIMER Buckaroo Banzai is a licensed, trademarked, copyrighted product. This is merely a fan site.

VICTORY The first player to win 8 hands is the winner, or A player wins the game if he wins 3 hands in a row. If Team Banzai wins they destroy Dr Lizardo (Mind controlled by John Whorfin in the 8th dimension) [In Lectroid ‘John’ is equivalent to: Mr., Miss, Mrs., Sir, Don…] (Thereby preventing the Black Lectroids from destroying the Earth) [Why take chances when you can destroy the whole thing?] If the Red Lectroids win they get the Oscillation Overthruster. (Allowing them access to the 8th dimension where they can rescue their exiled comrades and then go on to invade Planet 10, the Lectroid Homeworld)

THE DECKS Each player has a Unique deck.

427

TURN SEQUENCE Each turn has 6 phases: Resources Phase Mission Phase Deploy Phase Action Phase Conflict Phase Regroup Phase

RESOURCES PHASE Each player draws cards from their deck to fill their hand to 8 cards. If the deck runs out, shuffle the discard, and draw from it.

MISSION PHASE Each player may discard up to 4 cards & draw replacement cards.

DEPLOY PHASE Players reveal a meld from their hand. A meld consists of: 1. Any number of character cards. Note: Some Characters are unique. You may play only one card of that character. For example: You can only play one Buckaroo Banzai card. 2. A number of Transport cards equal to or less than the number of Character cards played. 3. A number of Weapon cards equal to or less than the number of Character cards played. 4. Exactly one Location card. 5. Any number of Event cards. 6. Any number of Object cards. 7. Any number of Communications cards. Note: Meld cards are considered to be “in play.”

ACTION PHASE Most Take Flip If a

cards are capable of producing effects called actions. turns resolving Actions. a coin to see who gets to take the first action. card lets you draw additional cards, you may add them to your meld.

CONFLICT PHASE Each card is worth a number of Action Points. Add up the Action points of all the cards in your meld. The player with the highest Action point Total Wins the Hand. The winner takes one card from the opponents meld or discard & removes it from play.

REGROUP PHASE Discard all Meld cards. You may discard (or keep) any cards from your hand.

CARD NOTATION 428

# = Number of copies of that card in the deck. AP = Action Points L = Location O = Object C = Character U = Unique Character H = Hong Kong Cavalier (Unique Character) T = Transport V = Event M = Communication

TEAM BONZAI DECK CARD LIST Card Name Buckaroo Banzai Banzai Institute Professor Hikita Neuro Surgery Nightclub Concert Drive Through Mountain Speak to the President deck Watermelon Experiment Inst Videophone Radio Computer Hacking deck Radar Blaze Blue Blaze Irregulars Motorcycle Banzai Jet Car Banzai Helicopter Phase Van Penny Priddy John Parker Strike Team Apache Strike Team Chaparral Martial Arts Perfect Tommy Reno Nevada New Jersey Banzai Rawhide Pinky Carruthers Institut Press Conference Secretary of Defense Everybody’s Packing Heat Uzi Shotgun Revolver Automatic Pistol Rescue Narrow Escape Fame & Fortune Samurai Sword World Watch Wire NORAD Command Hard Rocking Scientists opponents deck Pay Phone

# 7 3 2 1 1 1 1

AP 7 5 2 6 9 2

Type U L U V V V M

Action Discard target Event card Communication cards get AP +3 Look at next 7 cards in own deck See Notes See Notes Can only be played with Jet car Look at next 7 cards in either

1

8

O

Can only be played with Banzai

1 1 1

2 2 2

M M M

Draw 1 card Draw 1 card Lookatnext 7 cards in opponents

1 2 2

2 3 4

M C T

Communication cards get AP +2 Transport cards get AP +3 AP +2 if played with Buckaroo

2

5

T

AP +3 if played with Buckaroo

2

6

T

Draw +1 card next turn Mission

2 2 2 1 1 1 2 2 3

3 2 4 6 6 3 4 4 4

T U C H H V H H H

All your Characters get +1 AP Buckaroo Banzai gets AP +3 (Black Lectroid) Weapon cards get AP +1 Weapon cards get AP +1 All your Characters get +2 AP Target Weapon card gets AP +2 Event cards get AP +2 AP +2 if played with Buckaroo

2 1

4 4

H H

See Notes AP +2 if played with Banzai

1 1 1 1 1 1 1 2 1 1 1 1 1

3 2 3 5 4 4 4 6 3 2 4 2 2 1

V U W W W W W V V M W M M 3

Draw 1 card Target enemy Character is AP -2 All your Characters get +2 AP

1

2

M

Draw 1 card

See Notes See Notes Draw 1 card Draw 1 card Draw 1 card V Lookatnext 7 cards in

429

Thermopod 1 6 T Spaceship Laser Cannon 1 9 W Play only if a Spaceship is in play Black Lectroid Ultimatum 1 2 M Draw 1 card Walkie-Talkie 1 2 M Draw 1 card Electrochemical Message 1 2 M Draw 1 card Lectroid Air Purifiers 1 3 O All your Characters get +1 AP Infiltrate 1 5 V Hand Held Direction Finder 1 2 M Scooter 1 3 U Card Special Action Notes: Neuro Surgery: Shuffle one Out-of-play Character card back into your deck. Narrow Escape: Shuffle one Out-of-play Character card back into your deck. Nightclub Concert: Search Deck for Character card and put it into play. Rescue: Search Discard for Character card and put it into play. The Strike Team cards cannot be played with each other or other Hong Kong Cavaliers. If a Character card is removed from play, the Bonzai player may substitute Rawhide.

RED LECTROID DECK CARD LIST Card Name Yoyodine Propulsion Labs John Whorfin (Dr Lizardo) John Bigbooty Red Lectroids Mothership Van Helicopter PA System Television HTH Combat Disguises Ruthlessness He Fell on his Head Torture play Kidnap Ionized Self Electrocution Spit Stinger Poison Dart Black Lectroids Jam Signals Criminally Insane MAC 10 Mishap Emergency Beacon Take Hostage Surprise Attack Monitor Radio Bootleggers Turn Static Shanghaied Narrow Escape The Joy of Duty Raid Klaxon Alarm Suicide Attacks Intercom

LINKS Bonzai FAQ Pics

430

# 3 6 4 10 2 3 1 1 1 2 2 2 1 1

AP 5 6 5 3 7 3 4 2 2 2 3 4 3 2

Type L U U C T T T M M V V V V V

Action draw 1 card Event cards get AP +1 Red Lectroid cards get AP +1

1 2 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

3 2 2 5 3 6 5 3 2 6 5 2 3 3 3 3 3 5 2 3 2

V V V W V V W V M V V M V V V V V V M V M

Opponent must Discard a Character All enemy characters are AP –1 Look at next 7 cards in own deck

Spaceship Draw 1 card Draw 1 card Discard Target Weapon Card All your Characters get +2 AP Your Unique Characters get AP +2 Opponent must Discard a Character Remove Charactr in discard from

Discard all Communication cards Play only with John Whorfin Discard target Vehicle Card Draw 1 card Draw 1 card Target Vehicle gets AP +3 Discard target Communication card Opponent must Discard a Character See Notes All your Characters get +1 AP Draw 1 card Red Lectroids get +3 AP Draw 1 card

BUG OUT INTRODUCTION Board game for 2 players. Bug Theme strategy game.

WINNING You win the game if you accumulate 7 points. The winner is said to be “All Bugged Out” If no one can move because all bugs are marked, the player with the most points wins.

THE BOARD Use a regular chessboard of 8 x 8 = 64 spaces.

THE PIECES Each player has a set of glass beads of a unique color. Glass beads are used as control markers. Players share a common set of Bug Counters. Bug Counters are flat & should have a picture of a Bug on them. There are 7 types of Bugs. There 4 of each type of counter. A complete set has 28 Bug Counters.

THE BUGS Bug Name: Bee Ant Ladybug Grass Hopper Beetle Spider Dragon Fly Abr = Abbreviation

Abr B A L G T S D

Move: Moves Moves Moves Moves Moves Moves Moves

exactly one space diagonally exactly one space orthogonally exactly two spaces diagonally like a Knight in Chess exactly two spaces orthogonally exactly three spaces diagonally exactly three spaces orthogonally

SETUP Place one Bug Counter on each of the 28 edge squares of the Board. Diagrammatically, Bugs are placed thus: B A L G T S D B D A S L T G G T L S A D B D S T G L A B

TURN SEQUENCE 431

Players take turns. On you turn, move one unmarked bug Place one of your control marker beads on the Bug you moved If you line up 3 of your control markers in a row you score one point. Use coins to record points. Getting 3 in a row is referred to as a “Bug Out” Remove control markers from all 3 bugs involved in a Bug Out.

MOVEMENT Pieces can jump over (crawl over) each other.

STING RULE If you catch an Enemy Bug between 2 Bugs you control remove The control marker from the Bug in the middle (You got stung!)

VARIANT For a harder game get 4 in a row.

432

BUJUTSU INTRODUCTION Board & card game for 2 players. Oriental Martial Arts Theme. Abstract skirmish level combat. Man to Man fighting.

VICTORY You win if you kill your opponents Leader.

THE MAP Use a 8X8 chessboard.

THE MEN Use chits or miniatures to represent men There are 3 types of Men: Leaders, Bodyguards, and Followers. Each player stars with: 1 Leader 2 Bodyguards 5 Followers

SETUP Each player places 1 man on each square of his back row. Men may not stack.

JAPANESE WARRIOR BANDS Each Player picks one type of Warrior Band. There are 4 types of Bands: Samurai Ninja Monks Bushi

THE CARDS Each player has a unique deck. There is a unique deck for each type of Warrior Band.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Fight Phase

433

ORDERS PHASE Draw 3 cards from your deck. If your deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your men. The move card has a number. This is the number of spaces the man moves. Moves can be diagonal or orthogonal. “Knight” type move cards allow a man to move like a knight in chess. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card. Leaders & Bodyguards can make up to two moves per turn.

FIGHT PHASE Play (discard) an Attack card to have a Man attack. The attack card has a number. This is the range of the attack. Attacks can be either diagonal or orthogonal. “Knight” type attack cards have a range like a knight in chess. The enemy man that is the target of the attack takes one point of damage. Use chits to keep track of damage. Followers can take one hit before being killed. Bodyguards can take two hits before being killed. Leaders can take three hits before being killed. Killed men are removed from the map. Your opponent may play a defense card to negate your attack. Leaders & Bodyguards can make up to two attacks per turn.

CARD LIST NOTATION A M D 0 X K

= = = = = =

Attack Move Defense Orthoganal Diagonal as a Knight would move in Chess

SAMURAI CARD LIST Card Name: Gunsen Wakizashi Tanto Katana Tachi Tetsubo Naginata Daikyu Kabuto O-Yoroi Honor Walk Hurry

434

Type A A A A A A A A D D D M M

Range 1X 1O 1O 2X 2X 2O 3O 5X 1 2

Notes Iron War Fan Short Sword Short Sword Long Sword Long Sword Long Club Glaive Long Bow Helmet Armor

Move Swiftly Running Leap Run Charge

M M M M

3 K 4 5

NINJA CARD LIST Card Name: Nekode Ninja-To Kumade Shikomi Zue Kusari-Gama Kawanga Kyoketsugoi Shuriken Metsubishi Tetsu-Bishi Stealth Walk Hurry Move Swiftly Running Leap Run Charge

Type A A A A A A A A D D D M M M M M M

Range 1X 1O 2X 2O 3X 3O K 4O 1 2 3 K 4 5

Notes Claws Sword Rake Spear Staff Chain & Sickle Grappling Hook Rope & Iron Ring Throwing Stars Powder Caltrops

Range 1X 1O 1X 2O 2X 3X 3O 4O 1 2 3 K 4 5

Notes

Range 1X 1X 1O 2O 2X 3O 3X 5O 1

Notes Dagger Sword Mace Two Handed Sword Battle Axe Spear Halberd

MONK CARD LIST Card Name: Tonfa Sai Nunchaku Jo Sticks Bo Stick 3 Piece Rod Lajatang Rante Jitte Dodge Block Walk Hurry Move Swiftly Running Leap Run Charge

Type A A A A A A A A D D D M M M M M M

Crescent Spear Long Chain

BUSHI CARD LIST Card Name: Aikuchi Tua-Kien Suan Tao Fung No-Dachi Ono Yari Bisento Crossbow Jingasa Hanburi Tough Walk

Type A A A A A A A A D D D M

Helmet Helmet

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Hurry Move Swiftly Running Leap Run Charge

436

M M M M M

2 3 K 4 5

BUNKER HILL

INTRODUCTION Card game for 2 players. Simulation of the Battle of Bunker Hill on June 17, 1775 War of the American Revolution 2100 Attacking British Troops vs 1600 Defending American Militia

VICTORY Victory conditions are complex and are described as part of the Turn Sequence. Possibilities include: British Strategic Victory (II) British Total Victory (IV) American Minor Moral Victory (I) American Moral Victory (II) American Major Moral Victory (III) American Strategic Victory (III) American Total Victory (IV)

THE DECK Each player has his own unique deck: 1. British Deck 2. American Deck

CARD TYPES There are several card types: Leader, Troops, Shoot, Fort, Blunder, and Strategy Blunder cards represent mistakes made by one’s enemies.

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Strategy cards represent alternate history possibilities. Every card has a Force value from 1 to 4

TURN SEQUENCE Start with Bombardment Phase…

PHASE RULES Each phase involves the following steps: Each player draws 7 cards from their deck. Players may then discard up to 3 cards & draw replacements. If a deck runs out, shuffle the discard & draw from it. Players may then reveal their Hands. The American Player may have: 1 Leader card 1 Troop card 1 Shoot card 1 Fort card 1 Blunder card 1 Strategy card The British Player may have: 1 Leader card 1 Troop card 1 Shoot card 1 Attack card 1 Blunder card 1 Strategy card Extra cards are discarded. Each player adds up the total Force of all his Cards. The player with the higher total wins. The American Player wins all Ties.

BOMBARDMENT PHASE The American adds 5 to his force total. The British player cannot play Attack Cards but may play Any number of Shoot cards. If the American player wins go on to the First Attack Phase. If the British win, they get a Strategic Victory and the game ends. (Historically: The British Bombarded the redoubt on Breeds Hill from Batteries on Copps Hill, Morton’s Hill, and from Warships in the Harbor. The American Militia were at first terrified, but the Bombardment Proved to be ineffective.)

FIRST ATTACK PHASE The American adds 3 to his force total. If the American player wins, they get a Minor Moral Victory, and go on to the Second Attack Phase. If the British win, they get a Strategic Victory and go on to the British Victory Phase. (Historically: A British Light Infantry Column made a Flanking March along the shoreline of the Mystic River while the Regulars and Grenadiers made a Frontal Assault against the stone & rail fence; all attacks were repulsed.)

SECOND ATTACK PHASE The American adds 1 to his force total.

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If the American player wins, they get a Moral Victory, and go on to the Third Attack Phase. If the British win, they get a Strategic Victory and go on to the British Victory Phase. (A Historically: a second attack primarily against the Fence was also repulsed.)

THIRD ATTACK PHASE If the American player wins, they get a Major Moral Victory and go on to the Decision Phase. If the British win, they get a Strategic Victory and go on to the British Victory Phase. (A Historically: The Americans ran out of Gun Powder, and the exhausted British were finally able to capture the Redoubt on Breeds Hill. The British did not pursue past the narrows. The Americans retreated across the narrows and did not counterattack.)

BRITISH VICTORY PHASE The British add 3 if they won First Attack Phase. The British add 1 if they won Second Attack Phase. If the British wins by 4 or more go to Pursuit Phase. If the American player wins by 4 or more go on to the Counter Attack Phase. If neither player wins (Both stop fighting) the game ends.

PURSUIT PHASE This phase represents the possibility of the British Pursuing the retreating American Forces. The British add 3 if they won First Attack Phase. The British add 1 if they won Second Attack Phase. If the British win by 4 or more they achieve a Total Victory and the game ends. Any other result, the Americans are able to retreat and the game ends.

COUNTER ATTACK PHASE This phase represents the possibility of the American Forces attacking the British after Either being driven from the redoubt or after having repulsed 3 or more attacks. If the Americans win by 4 or more they (attack and) get a Total Victory and the game ends. Any other result, the game ends.

DECISION PHASE If the British win, they rally and attempt another attack; go on to Extra Attack phase If the Americans win, the British retire, the Americans gain a Strategic Victory, and go to the Americans Victorious phase

EXTRA ATTACK PHASE This phase represents the possibility of the British making additional attacks after failing the third. If the American player wins go back to the Decision Phase. If the British win, they get a Strategic Victory and go on to the British Victory Phase.

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AMERICAN VICTORY PHASE If the American player wins go to the Counter Attack Phase. If the British win, the Americans do not counter attack and the game ends.

CARD LIST NOTATION L T S F B A X

= = = = = = =

Leader Troops Shoot (& Shell) Fort Blunder Attack Strategy

AMERICAN DECK CARD LIST Card Name: Colonel Prescott Joseph Warren General Putnam General Pomeroy John Stark Militia Leaders War Council Patriot Soldiers Rebel Irregulars New England Militia Yankee Farmers Colonial Regiment Volunteer Company Call to Arms Redoubt Stand Firm Entrenchments Breeds Hill Earthworks Stone & Rail Fence Trenches & Brush Devastating Volley Inflict Heavy Casualties Musket Fire Deadly Accuracy The Whites of their Eyes American Cannon Fire Murderous Fire Delayed Attack Tight Marching Order Frontal Assault Halted Stopped Cold Attack Falters They Turn & Run Forced to Fall Back Exhaustion Organize Reinforcements More Ammunition Fortify Bunker Hill

Type L L L L L L L T T T T T T T F F F F F F F S S S S S S S B B B B B B B B X X X

Force 4 3 3 2 2 2 2 2 1 2 1 1 1 1 4 3 3 3 3 2 2 4 3 3 3 3 3 3 2 3 2 3 2 3 2 2 3 3 4

Notes:

Easy Targets

Heat & Full Packs Not Breeds Hill

BRITISH DECK CARD LIST Card Name:

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Type

Force

Notes:

General Thomas Gage General Howe General Burgoyne General Clinton British Officers War Council British Regulars Professional Soldiers Send in the Reserves Grenadiers Light Infantry Red Coats Disciplined Troops Fixed Bayonets Reform Lines Press On Climb the Parapet Leap the Ditches Column Advance Flanking March Courage under Fire Batteries Bombardment Concentrated Fire British Warships Field Artillery Cannon Fire Run out of Powder Disorganized Wounded Men Scattered Untrained Militia Confusion Attack without Delay Attack Redoubt Only Surround the Peninsula

L L L L L L T T T T T T T A A A A A A A A S S S S S S B B B B B B X X X

3 4 2 2 3 2 2 3 3 3 3 2 3 4 2 2 3 3 1 1 3 1 1 2 1 1 1 3 2 2 2 2 2 4 3 3

Elite Troops Elite Troops Brown Bess Muskets

Carried off by 10+ men each

Early Flanking Maneuver Land Forces in Rear

LINKS MA Historical Society ROTC Military Science Lesson Plan Today in History History of the US Wikipedia Account American Revolution

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CABAL

INTRODUCTION Card & Dice game for 2+ players Each Player controls a Cabal of Mages. Source Material... "Mage: The Ascension" RPG by White Wolf.

DISCLAIMER Mage The Ascension is a copyrighted property of White Wolf. This is merely a Fan site.

VICTORY To 1. 2. 3.

win One You All

you must complete the following: or more of your Mages must ascend to the 10th Level (Oracle). must establish a Chantry (control one or more Nodes). Foes in your Territory must be at level 5 or less.

STUFF 10 & 6 sided dice are needed to play. There are 4 Common Decks: Mage, Spell, Attribute, and Foe Decks. A player keeps two hands of cards simultaneously: a Foe Hand and a Spell Hand. Tokens (Markers) are needed to keep tract of: Wounds, Experience, Talismans, Transformations, and Conversions. Paper & Pencil to keep track of Foes & Foe Levels.

NODES Nodes are All nodes Note that Nodes are

SETUP 442

represented by a seperate set of generic "Node cards". are considered to have similar properties. you do not start with a Node in play but you must control one to win. discovered (put into play) in Research Phase.

Roll high on 1D10 to see who goes first. Each player starts with a cabal of 4 Mages. Draw 4 mages from the Mage Deck. Each starting Mage is at level 1. Put a +1 skill Token on each Mage. Each cabal occupies its own territory. A territory will also be occupied by Foes. Roll 1D6 for each of the ten types of foes to get their Foe Level:

FOE TABLE 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

Foe Type: Technomancers Inquisition Vampires Werewolves Mages Marauders Wraiths Umbral Denizens Nephandi Fey

TURN SEQUENCE Players take turns. Each turn has 6 phases: Antagonist Phase Quintessence Phase Incursion Phase Attack Phase Raid Phase Research Phase

ANTAGONIST PHASE Draw one card from the Foe Deck. Max Foe hand size = 10 cards. Discard excess cards.

QUINTESSENCE PHASE Fill your spell hand to its maximum size. Spell hand Max size = 4 with the following modifiers: +1 If any of your Mages are level 3+ +1 If any of your Mages are level 6+ +1 If any of your Mages are level 9+ +1 If your Cabal has 8+ Mages +1 If your Cabal has 12+ Mages +1 For each Node you control -1 If any of your Mages is experiencing ‘Quiet’.

INCURSION PHASE Roll for a random Foe on the Foe Table. That foe gains 1D6 Foe points.

ATTACK PHASE If any Foe has 11+ Foe points, and gained Foe points this turn, then that Foe will attack your Cabal.

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The Attacking Foe will have a Force = to its Level +1D10. Any other player may play matching Foe cards to increase the Foe Force Total by +1D6 per card played. For a Foe card to match it must be of the same type as the attacking foe. For example: The Technomancers are attacking. Your opponent may play a Men in Black Foe card if he has one, because MIB are Technomancers. The Cabal has a Force = to the combined Skill level of all its non-neutralized Mages divided by 5 rounding up +1D10. The Cabal player must play a Detect Spell card. If a Detect card is not played, the Foe gets an extra +1D10 Force for surprise. The Cabal player may play Attack Spell cards to increase the Cabals Force Total by +1D6 per card played. Instead of Fighting, the Mages may flee combat by playing a Transport Spell. Compare the Force totals of the Cabal and the Foes. The side with the higher Total is the winner. If the Cabal wins, the Foe Total is reduced to 1D10. If the Foes win, the Cabal loses one of its Nodes. Put a ‘Captured’ Token on the Node. Those Foes now guard that Node. Roll for Wounds & Experience:

WOUNDS After any combat randomly assign 1D6-1 wound tokens to your Mages. Play a Defense Spell card to negate a wound. Any mage that takes 2 or more wounds must (remove the Wound Tokens and) roll on the Aggravated Wound Table:

AGGRAVATED WOUND TABLE 1D6 Result: 1-2 Mage is Killed 3-4 Mage is Transformed 5 Mage is Converted 6 Mage is Captured If Killed place the card back in the Mage deck. If Transformed, place a Transformation Token on the Mage card. (Transformed = Mutated, turned to stone, paralyzed, cursed, insane, crippled, turned into animal or monster, withered, blinded, burned, poisoned, etc.) If Captured, place a Captured Token on the Mage card. Also note which Foe captured the Mage. If Converted, place a Converted Token on the Mage Card. Note which Foe Converted the Mage. The Converted Mage will be part of all future conflicts with that that Foe, on the Foes side, and will add his level to the Foes Force.

EXPERIENCE Roll 1D6 for each Mage that takes part in a Combat (Win, loose, or escape). On a roll of 4-6 the Mage gains one Level. (The Experience Roll) Roll Modifiers: +1 if you lost, -1 if you won. (You always learn more from your mistakes) Add a +1 Experience Level Token to the Mage card.

NEUTRALIZED MAGES Neutralized Mages include Mages that are: Captured, Wounded, Transformed, or Experiencing “Quiet” (Quiet = Mage cannot properly perceive or interact with reality) Neutralized Mages cannot fight, raid, train, cast spells, etc.

CASTING SPELLS & USING ATTRIBUTES 444

To play a Spell card you must have a Mage that can cast the Spell. Each Spell lists what kind of Mage can cast it. For example: You would need a Mage of the Akashic Brotherhood to cast the ‘Dim Mak’ Spell. In all cases where it says you may cast a spell you may play an Attribute card in addition or instead. For instance: Instead of playing a Detect Spell you play a Detect Attribute. Spell & Attribute cards are discarded when they are played. Note: Spell cards are kept in your hand, Attribute cards are attached to Mages.

RAID PHASE Skip this Phase if you were attacked in Attack Phase. Choose which Mages are going on the Raid. Choose the Target of your Attack. The Target may be a captured or newly found Node or one of your 10 Foes. You must play a Detect Spell to find the Target. Then you must play a Transport Spell to get to the Target. Combat is resolved as in Attack Phase. If the Foes win, the Cabal does not lose a Node. (like in Attack Phase) If the Foes win, the Foe level is reduced by 1D6-1 levels. If the Cabal was raiding a Foe or captured Node and wins, the Foe Total is reduced 2D6 levels. (0 Minimum) If the Cabal was raiding a captured node and they win, they gain control of the node. If the Cabal was raiding a new node and they win, they gain control of the node and all Guardians are destroyed. If the Target had any captured Mages and the Cabal won, the Captured Mages are freed. If the Target had any converted Mages and the Cabal won, roll 1D6: 1-2 = The Mage is Killed 3-4 = The Mage lives and is still a Foe (& gains one Level) 5-6 = The Mage is converted back and rejoins the Cabal Raiding is considered Combat, like in Attack Phase (Roll for Wounds & Experience)

RESEARCH PHASE If you did not get attacked or go on a raid this turn, roll once on the Research Table.

RESEARCH TABLE 1D6 Result 1-2 Recruit 3-4 Attribute 5 Quiet 6 Find a Node 7 Training 8-9 Healing 10 Pick one Recruit = Draw one Mage card from the deck. The newly awakened mage starts at level one. Mage cards you control are placed face up in front of you. Quiet = Place a Quiet Token on one random Mage. Attribute = Draw an Attribute card and place it on one random Mage. Find a Node = Place a Node Card in Play in front of you. Roll on the Foe Table to see what kind of Foe is guarding it. The Node will have 1D10 worth of Foe Points guarding it. Note: A Territory will have a maximum of 1D6 Nodes. Training = Each of your Mages makes an Experience roll at –1. Healing = Remove a Wound, Transformation or Quiet Token from one of your Mages.

PARADOX You may play a Paradox card on any opponents Mage that just cast a Spell.

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MAGE & SPELL DECK CARD TYPES Abv AB CC CE D E HO OH SE V VA A

Mage Tradition: Akashic Brotherhood Celestial Chorus Cult of Ecstasy Dreamspeaker Euthanatos Hollow Ones Order of Hermes Sons of Ether Verbena Virtual Adepts Any Mage

Sphere of Magic: Mental Prime Time Spirit Entropy None Forces Matter Life Correspondence

Foci: Purification, Sash, Weapon Fire, Holy Symbol, Song Incense, Music, Vice Crystals, Drums, Feathers Bones, Dolls, Weapons None Circles, Seals, Stones Goggles, Meters, Abacus Blood, Wand, Cauldron Computers, Electricity

MAGE DECK CARD LIST Card Name Martial Artist Wandering Wise Man Zen Monk Witch Hunter Priest Theologian Musician Entertainer Thrill-Seeker Shaman Hitchhiker Ecologist Voodoo Priest Assassin Doctor Artist Occultist Blood Doll Alchemist Kabbalist Secret Agent Mad Scientist Gadgeteer Absent Minded Professor Druid Explorer Witch Hacker Programmer Web Master

Type AB AB AB CC CC CC CE CE CE D D D E E E HO HO HO OH OH OH SE SE SE V V V VA VA VA

SPELL DECK CARD LIST Spell Name: Landscape of the Mind Spatial Mutations Polyappearance Free Conjunction Co-Location Genetics Scan Physiological Control Tapping the Signal Multi-Tasking Graphic Transmission Pathos

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Type VA VA VA VA VA VA VA VA VA VA HO

Notes: Detect Defense Make 2 Raids this turn Transport Transport Detect Attack Transport Detect Defense Detect

Sidestep Time Accelerate Time Corresponding Sensing Manipulate Memory Flesh Toys Divided Sight The Rush Subliminal Impulse Time Sense Leap Beyond Drums of Elemental Fire Slow Time Peeping Tom Tune in, Turn on, Drop out Ripple through Space Analyze Substance Matter Pattern Dissociation Alter Weight Alter State Probe Thoughts Shrunken Machine Psychic Sterilization Time Travel Ray Projector Blight of Aging Flying Brooms Animal Form Bond of Blood Spirit Sight Call Spirit Breach the Gauntlet Uther’s Butchered Visage Imbue Flesh Sounding the Gong Kick of the Four Winds Dim Mak Great Leap Breath of the Day No-Mind Recharge Serene Temple Sense the Dragon Echo The Blissful Discipline Stalking the Void Rip the Man Body Possession Curse of the Mayfly Magdeline’s Dynamic Mind Rubbing of the Bones Little Good Death Delions Haze Intellectual Entropy Destroy Thought Darksight Ball of Abysmal Flame Hermes Portal Call Lightning Veil of Invisibility The Seven League Stride Metamorphosis Transmutation Untether Postcognition Embracing Mother Earth Dreamers Shroud of Day Fragments of Dream

HO HO HO HO HO CE CE CE CE CE CE CE CE CE SE SE SE SE SE SE SE SE SE SE V V V V V V V V V AB AB AB AB AB AB AB AB AB AB E E E E E E E E E E OH OH OH OH OH OH OH OH OH OH D D D

Attack or Defense Opponent must skip his next turn Detect Attack or Defense Defense Detect Draw 2 Spell Cards Attack or Defense Detect Transport Attack Attack or Defense Detect Defense Transport Detect Attack Defense Attack Detect Detect or Attack Attack Transport Attack Attack Transport Attack Draw 2 Spell Cards Detect Attack or Defense Transport Defense Detect or Defense Attack Attack Attack Defense Defense Detect Draw 2 Spell Cards Defense Detect Attack Detect Attack Attack Attack Defense Attack Attack Defense Opponent must discard 3 Spell cards Defense Detect or look at top 1D10 cards of Foe Deck Attack Transport Attack Attack or Defense Transport Attack Attack Detect or Transport Detect Defense or Attack Defense Detect

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Sense Quintessence Sugar Magnolias Quintessence Blast Break the Dreamshell Dream Locus Walking on Water Prayer of Healing Flames of Purification Gauntlet Prison Deep Umbra Travel Songs of Future Days Mark of the Beast Spirit Pilgrimage Hymn of Beatific Harmony Radiate Primes Energy Countermagic Coincidental Magic Heal Damaged Pattern Better Body Stepping Sideways Control Randomness Perceive Entropy Diffuse Energy Telekinetic Control Telepathy

D D D D D CC CC CC CC CC CC CC CC CC CC A A A A A A A A A A

Detect Detect Attack Transport Transport Transport Remove a Wound Token Attack Attack Transport Detect or look at top 1D10 cards of Foe Deck Detect Transport Draw 2 Spell Cards Draw 2 Spell Cards Defense Negate a Paradox Card Remove a Wound or Transformation Token Attack Transport Reroll one Die Roll Detect or Look at opponents Foe Hand Defense Attack or Transport Detect

FOE DECK CARD TYPES I F V W T M N R G U P

= = = = = = = = = = =

Inquisition Fey Vampires Werewolves Technomancers Marauders Nephandi Wraith Mages Umbrood Paradox Spirit

FOE DECK CARD LIST Card Name Witch Hunter Government Agent Arcanum Scholar Catholic Church Society of Leopold Trolls Redcaps Sidhe Changelings Brujah Rebels Gangrel Shapeshifters Malkavian Pranksters Hideous Nosferatu Toreador Artistes Tremere Warlocks Venture Sophisticates Sabbat Pack Black Furies Tribe Get of Fenris Red Talons Shadow Lords

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Type I I I I I F F F F V V V V V V V V W W W W

Notes

Silver Fangs Wendigo Iteration X HIT Cyborgs Men in Black New World Order Big Brother Progenitor Clones Null-B Marines Webspider Technospirits Pogrom The Syndicate Void Engineers Unravel Reality Marauder Mage Manticora Dragon Mythic Beast Nephandus Mage Demon Hordes Fomori Wyrm Black Spiral Dancers Destroy Matter & Energy Zigg’raugglurr Rogue Magi Errant Magi Posession Spectres Shadows Shades Umbrood Minions Umbrood Lord Umbrood Preceptor Guardian Spirit Farandwee Hex Igtukra the Unbridled Terra Firma Dementia Paradox Dorobo Rune-Fetter Wrinkle Vulgar Magic Static Reality Paradox Flaw Paradox Backlash Hobgoblins

W W T T T T T T T T T T T M M M M M N N N N N N N G G R R R R U U U U P P P P P P P P P P P P P

Put a Transformation Token on Target Put a Wound Token on Target Mage Put a Transformation Token on Target Put a Wound Token on Target Mage Put a Quiet Token on Target Mage Opponent must discard 3 random spell Put a Transformation Token on Target Negate a Spell just cast Negate a Spell just cast Negate a Spell just cast Remove 2 Experience Points from Mage Put a Transformation Token on Target Foe gains 1D6 Foe Points

Mage Mage cards Mage

Mage

ATTRIBUTES DECK CARD LIST Attributes include Skills, Abilities, Talismans, Talents, and Knowledges. Card Name: Notes: Spirit Goggles Detect (Talisman) Sword of Discharge Attack (Talisman) X-ray Glasses Detect (Talisman) Peacemaker Attack (Talisman) Prodigy Detect (Talisman) Tass Draw 2 cards from the Spell deck (Talisman) Foci Draw 2 cards from the Spell deck (Talisman) Magik Tome Draw 2 cards from the Spell deck (Talisman) Library Draw 2 cards from the Spell deck Avatar Draw 2 cards from the Spell deck Arete Gain 1 Quiet & 2 Experience Tokens The Seeking Gain 1 Quiet & 2 Experience Tokens

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Epiphany Ascension Mentor Enlightenment Mindscape Multiple Actions Willpower Strength Stamina Dexterity Perception Intelligence Wits Charisma Manipulation Brawl Dodge Intuition Athletics Awareness Alertness Firearms Drive Streetwise Intimidation Etiquette Appearance Leadership Melee Stealth Survival Meditation Subterfuge Technology Cosmology Occult Enigmas Computers Investigation Medicine Destiny Dream Influence Arcane Dynamic Essence Pattern Essence Primordial Essence Questing Essence

LINKS White Wolf

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Gain 1 Quiet & 2 Experience Tokens Gain 1 Quiet & 2 Experience Tokens Gain 1 Quiet & 2 Experience Tokens Gain 1 Quiet & 2 Experience Tokens Remove a Quiet Token Attack Defense Attack Defense Attack or Defense Detect Detect Detect Attack Attack Attack Defense Detect Defense Detect Detect or Defense Attack Transport Detect Detect Detect Defense Attack or Defense Attack Attack Defense Remove a Quiet Token Defense Transport Look at next 10 cards in Foe Deck Attack Look at opponents Foe Hand Detect Detect Remove a Wound Token Defense Detect Attack Defense Attack Defense Detect Transport

CANNONADE INTRODUCTION Napoleonic era tactical combat simulation. Watch out for grapeshot.

MAP Use a Hex map. Incorporate the 4 Terrain Types.

CHITS Use cardboard counters or chits marked in denominations of 1, 5, 10, & 20 Men Label them ‘I' for Infantry, and ‘C' for Cavalry Label Cannons with an ‘A' to denote Artillery Label ‘R' chits to mark Routing Formations Label ‘P' chits to mark groups of Prisoners Label ‘F' for Flag & ‘B' for Baggage

SETUP Set Piece Battle. Each side begins with 100 points worth of units. Units start at opposite ends of the map, or according to the scenario. Flip a coin to determine Turn Order.

VICTORY Earn Victory points as follows: ACCOMPLISHMENT Man Killed Man Captured Officer Killed Officer Captured Cannon Captured Baggage Captured Flag Captured UNITS COST MOVE Infantry 1 1 Cavalry 1.5 2 Cannon 10 (1) Flags 0 0-2 Officer 3 2 Baggage 2 1

POINTS 1 2 3 5 10 5 20

NOTES Range = 5 For games of capture the Flag Supply Wagons

TURN SEQUENCE 1-Cannonade Phase 2-March Phase 3-Melee Phase 4-Rally Phase

1- CANNONADE PHASE A minimum of 4 men must be present to move or fire the cannon. Cannons can fire at formations up to 6 Hexes away.

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Base Casualties inflicted = 1D6 modified by the following list.

CANNON ATTACK MODIFIER LIST CASUALTIES MODIFIER -1 Indirect fire over friendly troops or terrain that is not clear -2 Troop Density = 1-5 -1 Troop Density = 6-10 +1 Troop Density = 16-20 +1 Range = 1 -1 Range = 4 -2 Range = 5 -3 Range = 6 -1 Target in Covered Terrain -2 Target in Fortified Terrain A natural roll of 6 always results in at least 1 casualty. Firing over friendly troops causes 1D6 casualties to them on a roll of 1-2 on 1D6.

TERRAIN Cannons can fire into or out of covered or fortified terrain but not through it. A cannon may use indirect fire to hit a target behind covered or fortified terrain. A Cavalry unit must spend its entire move to enter a covered or fortified terrain. Covered Defending Soldiers have their numerical strength in Melee increased by half. Fortified Defending Soldiers have their numerical strength in Melee doubled. Units may not enter Impassable terrain. The Cover column indicates the reduction in casualties caused by cannons. TYPES COVER NOTES Clear No Fields, Roads, Bridge Covered Yes Trees, Buildings, Boccage, low walls Fortified Yes Forts, Trenches Impassable --Water, River, Mountains

FORMATIONS A Formation occupies a single hex. A hex may contain up to: 20 Men, or 1 Cannon or Baggage & 10 men, and Any number of Officers, Routing men, prisoners.

2-MARCH PHASE A cannon that fired this turn may not move, nor may the men who fired it. Formations may join or split to make larger or smaller formations. The capturing player controls the movement of prisoners. Prisoners and routing Formation move one space per turn.

3-MELEE PHASE Melee occurs when a formation attacks an adjacent enemy formation. Men that fired a cannon this turn cannot attack. Two or more formations may attack the same target formation. A smaller force will not attack a larger force unless an officer is present. A Formation may only be attacked once in a players Melee turn. A Formation only gets to attack once in a players Melee turn.

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Compare the number of Men on both sides to get a Ratio. Roll D6 and cross index with the ratio on the Melee Result Table to determine who wins the Melee. Next Roll on the Casualty result Table to determine the Fate of the losers.

MELEE RESULT TABLE ROLL 1D6 RATIO 1 2 3 4 5 4:1 or Better V V V H H 3:1 or Better V V H H H 2:1 or Better V H H H B 3:2 or Better H H H B L 1:1 Ratio A A B B D A= Attacker Wins D= Defender Wins B= Stalemate: Both Sides suffer men killed = to half the men smaller force. Do not roll on the Casualty Result table. H= Side with more men wins L= Side with fewer men wins V= Side with more men wins and winner suffers no casualties

6 H B L L D in the

CASUALTY RESULT TABLE D6 RESULT NOTES 1-2 Surrender Both Sides suffer men killed = to half the men in the smaller force; All remaining men on losing side taken Prisoner 3-4 Rout Both Sides suffer men killed = to half the men in the smaller force; All remaining men on losing side rout. Move the routers immediately 5-6 Slaughter Winner suffers men killed = to half the men in the smaller force; All men on losing side killed Use chits to indicate groups of Prisoners & Routers.

FREE ADVANCE The winner of a melee must immediately move half or more of his men into the hex of the side that lost. They cannot move more than 10 if the space has a cannon or baggage. The advancing men now capture any prisoners and/or cannon or baggage in the hex. Routers leave behind their cannon and baggage.

4-RALLY PHASE If their escort is killed, the prisoners escape and may move as normal. They are unarmed. If an enemy Formation enters a hex containing unarmed men, the unarmed men become prisoners. Prisoners cannot be killed by Cannons or Melee. A Routing Formation must move. Routers are moved by the Enemy player. Routing Formations will move away from enemy Formations. Routing Formations will move towards the edge of the board, failing that they will move towards friendly units. Formations that move off the Map are lost. If an enemy Formation enters a hex containing routers, the routers become prisoners. If a friendly Formation is adjacent to routers roll on the Rally Table.

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RALLY TABLE D6 RESULT 1-2 The Formation is rallied and may move as normal. They are unarmed. 3-4 The Formation continues to flee. 5-6 The friendly Formation panics and routs itself. Add 1 to the roll if the routing Formation is twice as large as the friendly Formation. Subtract 1 from the roll if the friendly Formation is twice as large as the routing Formation. Subtract 1 to the roll if an officer is present.

OFFICERS Only one commanding officer per formation. The officer is always the last man killed in a formation.

BAGGAGE An unarmed man must move adjacent to a baggage unit to rearm himself. A Cannon must be within 4 hexes of a baggage unit, or it will run out of ammo in 3 turns. If an enemy Formation enters a hex containing baggage, they capture the baggage.

COUNTERS The following magnificent counter sets were created by Janne Thörne: [email protected] Download Cannonade Counters

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LINKS Little Wars by H.G. Wells

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CARAVAN INTRODUCTION Players control Arabian caravans going back and forth across the deserts, acting as Middlemen between Europe and the Orient.

THE BOARD Use a chessboard: 8 x 8 square grid. Number the rows 1 through 8. Row 1 is Europe. Row 8 is the Orient. Rows 2-7 are the Middle Eastern rows.

DICE Use an eight sided die as a randomizer.

BOARD SETUP For each Middle Eastern row place one ‘Oasis’ marker on a random space and one ‘Quicksand’ marker on a different random space.

THE PIECES Each player gets a Pawn of a unique color to represent their caravan. One unique pawn is needed to represent the Bandits. One unique pawn is needed to represent the Sandstorm. 6 Quicksand and 6 Oasis markers are needed. Use coins to represent Gold.

THE DECK Players share a common deck.

VICTORY The first player to accumulate 50 Gold is the winner.

SETUP Roll high to determine turn order. Each player starts with 5 cards. Players pawns may choose to start in Europe or the Orient. Two Pawns may never occupy the same space. The Sandstorm and Bandits Pawns start in open spaces in the center of the board.

TURN SEQUENCE Players take turns. Each turn has 5 Phases:

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Draw Phase Buy Phase Move Phase Desert Phase Sell Phase

DRAW PHASE Discard any cards you don’t want. A player may discard 2 cards and draw 1 replacement card. Draw 3 cards and discard 1 of these cards. Max hand is 7 cards. Discard excess cards. If the deck runs out, shuffle the discard and draw from it.

BUY PHASE If you are in Europe you may play up to 5 soldiers or European trade goods in your Hand to the table. This becomes your Caravan. Note that your Caravan cards are not the same as the cards in your hand. If you are in the Orient you may play up to 5 soldiers or Oriental trade goods in your Hand to the table. This becomes your Caravan.

MOVE PHASE Discard a Move card to move your pawn exactly the indicated number of spaces. Moves may be diagonal or orthogonal. You may not land on or move through other Pawns or Quicksand spaces. If you land on an Oasis, you may play another Move card and move again. If you land next to another Players Pawn, you may trade cards if you wish. All trades must be acceptable to both players.

DESERT PHASE You may move the Sandstorm or Bandit Pawns if you have the appropriate cards. They have the same movement restrictions as Caravans. The Sandstorm is merely an obstacle. If the Bandits land next to any opposing caravan pawns, those caravans must lose one soldier card or all their trade cards. (the cards on the table) You may do your Desert Phase before your Move Phase. The Bandits and Sandstorm may only go to Middle Eastern rows.

SELL PHASE If you are in Europe and you have Oriental goods in your Caravan (the cards on the table), you may turn them in for gold. An unmatched card is worth one gold. A pair earns 3 gold. (For example: two Spice cards) Three of a kind garners 5 gold. Four of a kind gets you 7 gold. Five of a kind cashes in at 9 gold. If you are in the Orient and you have European goods in your Caravan (the cards on the table), you may turn them in for Gold in the same manner.

CARD LIST Card Name Move 1 Move 2

# 5 10

Notes: Move your Caravan 1 Space Move your Caravan 2 Spaces

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Move 3 10 Move 4 5 Bandits 1 1 Bandits 2 1 Bandits 3 1 Bandits 4 1 Bandits 5 1 Sandstorm 1 1 Sandstorm 2 1 Sandstorm 3 1 Sandstorm 4 1 Sandstorm 5 1 Soldiers 5 Metals 5 Woods 5 Furs 5 Tea 5 Spices 5 Silk 5 # = Number of that card in the

458

Move your Caravan 3 Spaces Move your Caravan 4 Spaces Move the Bandits 1 Space Move the Bandits 2 Spaces Move the Bandits 3 Spaces Move the Bandits 4 Spaces Move the Bandits 5 Spaces Move the Sandstorm 1 Space Move the Sandstorm 2 Spaces Move the Sandstorm 3 Spaces Move the Sandstorm 4 Spaces Move the Sandstorm 5 Spaces Negate Banditry European Good European Good European Good Oriental Good Oriental Good Oriental Good deck.

CARDS OF MARS

INTRODUCTION Card game for 2+ players. Theme is the John Carter of Mars series by Edgar Rice Burroughs.

DISCLAIMER John Carter of Mars is a copyrighted property. This is merely a Fan Site.

VICTORY The first player to accumulate 75 Victory Points (VP) wins.

THE DECK Players share a common deck. There are several card types: Heroes, Villains, Beasts, Enemies, Weapons, Plots, Events. All cards fall into one of two categories: Friend cards or Foe cards. All cards have a numerical “Force” value.

SETUP Each player is dealt a hand of 5 cards. Randomly determine who goes first.

TURN SEQUENCE Players take turns. Each turn has 5 phases: Draw Phase Trade Phase

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Meld Phase Score Phase End Phase

DRAW PHASE Draw 3 cards. If the deck runs out, shuffle the discard & draw from it.

TRADE PHASE You may trade cards with other players. All trades must be mutual.

MELD PHASE If you are able you may make & play a Meld. A Meld must consist of exactly 8 cards. For a meld to be legal, the total Force value of the Friends cards must equal or exceed the Force value of the Foe cards. There must be at least one ‘Hero(ine)’ Friend card played. There must be at least one ‘Plot’ Foe card played. There must be at least one ‘Enemy’ or ‘Villain’ Foe card played. Duplicate cards cannot be used. Weapon cards can be used as Friend or Foe cards.

SCORE PHASE If you played a meld last phase score Victory points equal to the total Force value of the Foe cards in the meld. Keep a running total of your VP’s.

END PHASE Discard down to 10 cards.

CARD LIST Card Name: John Carter Tars Tarkas Jeddak Dejah Thoris Princess Kantos Kan Xodar Pirate Woola Sola Tutor Thuvia Banth Carthoris Rescue Princess Challenge Chieftain Great Games Escape Captivity Sword Duel Great White Apes

460

# 7 3

Category: Hero Hero

Force 10 9

Type Notes: Friend Earth Man Friend Green Martian

1

Heroine

6

Friend Red Martian

1 1

Hero Hero

7 8

Friend Red Martian Friend Black Martian

1 1

Beast Heroine

3 3

Friend Martian Watchdog Friend Green Martian

1

Heroine

4

Friend Mind Controls

1 2 1 1 2 2 2

Hero Plot Plot Plot Plot Plot Beast

8 8 8 7 6 7 8

Friend Son of John Carter Foe Foe Foe Arena Combat Foe Foe Foe

Long Journey Treachery Zodangan Battleships Play Jetan Plant Men Fearsome Apt Black Pirates of Barsoom Clawed Arbok Poisonous Sith Ferocious Banth Calot Tree Fly on Malagor Eat Mantalia Ride Orluk Ride on Thoats Ride Scout Flyer Flagship Helium Air Cruisers Swords Spears Radium Rifles 3-Wheeled Chariots Healing Salves Dagger Drawn Map Green Warhoon Warriors Tal Hajus Sab Than Prince Disguise Red Martian Guards Read Minds Alliance Stealth White Holy Therns Pursued by Warband Zat Arras Spy Matai Shang Therns Feign Death Knocked Unconscious Hide Great Battle Raise Massive Army False Identity Expose the Truth Trial Trickery

1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1

Event Plot Enemy Plot Plant Beast Enemies Beast Beast Beast Plant Event Event Event Event Event Event Event Weapon Weapon Weapon Event Event Weapon Event Enemies Villain Villain

2 7 9 10 7 9 10 3 5 10 7 5 2 3 4 5 9 7 2 2 3 4 5 1 4 7 7 8

Foe Foe Foe Foe Foe Foe Foe Foe Foe Foe Foe Friend Friend Friend Friend Friend Friend Friend F/F F/F F/F Friend Friend F/F Friend Foe Foe Foe

1 1 1 1 1 1 1 1 1 1

Event Enemies Event Event Event Enemies Plot Villain Event Villain

5 4 5 6 5 5 7 9 5 6

Friend Foe F/F Telepathy Friend Friend Foe Foe Foe Helium Usurper F/F Foe The Father of

1 1 1 2 2 2 1 1 1

Event Event Event Plot Event Event Event Plot Event

4 6 5 10 10 6 7 7 6

Friend Foe Friend Foe Friend Friend Friend Foe F/F

Airships Martian Chess Polar Monster Airships Tree Reptile Giant Hornet 10 Legged Lion Carnivorous Plant Giant Bird Milk Plant Polar Elephant 6 Legged Horses Airship Airship Airship

Pulled by Zitidars

Green Thark Jeddak Red Zodangan

LINKS Pulp Heroes JCOM ERB List

461

CARDS OF WAR RULES Shuffle the cards. There is one common deck and one discard pile. One player is the Axis, the other is the Allies. Each player starts the game with 3 territory tokens. Play proceeds in a series of rounds. At the beginning of a round each player gets dealt 10 cards. During the round players take turns deploying one card at a time. The Allies go first. A deployed card is played face up on the table. The turns continue until all cards have been deployed. Each card has a force value. The side at the end of the round with the highest Force total on the table wins the round. Each card is of one or more types. The types include: Infantry, Intelligence, Sea, Sub, Air, Tank, Artillery, Mine, and Fortification. Some cards have the KILL ability, followed by what type of cards they can kill. When deployed a kill card causes an enemy card of a type it can destroy to be discarded. If there are no targets then the opportunity to cause a discard is wasted. Discarded cards do not count towards a players force total. Some cards have other abilities which are conducted as soon as the card is deployed. The winner of a round takes a territory token from his opponent. The first player in possession of all six tokens wins the game. If you run out of cards shuffle the discards back into the deck.

CARD LIST # 1 2 3 4 hand 5 6 7 8 hand 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 hand 25 26 27

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CARD Frog-men Veterans Minefield Radio

FORCE 3 4 1 3

TYPE Inf/Int Inf Mine Int

Convoy Coastal Guns Paratroopers Recon Plane

2 4 3 2

Sea Art/Fort Inf/Air Int/Air

Grunts Bazooka Diplomat Destroyers Code Breaker Tank Buster Field Battery Carpet Bombing Howitzers Long Range Bombers Marines Blitzkrieg Light Tank Radar Pill Box Secret Agent

3 1 5 3 3 1 4 6 5 5 5 6 2 7 2 2

Inf Inf Int Sea Int Art Art Air Art Air Inf/Sea Tank Tank Int Fort/Inf Int

Carrier Machine Gunner V2 Rocket

8 4 3

Sea Inf Air/Art

KILLS Fort Inf/Tank

Sea

NOTES

Look at opponents Draw one card Look at opponents

Tank Sub Int Tank

Art Air Inf

Inf

Look at opponents

28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 hand 43 44 45 46 47 48 49 50 51 52 53 54 55 56

Counter Espionage Medium Tank Mechanized Infantry Heavy Tank Combat Engineers Mortar Bunker Self Propelled Guns Submarine Anti-Aircraft Guns Battleship Cruiser Torpedo Plane Bombing Run Armored Patrol Car

3 3 3 6 2 3 2 4 5 1 6 4 1 3 2

Int Tank Inf/Tank Tank Inf Art/Inf Fort Tank/Art Sub Art Sea Sea Air Air Int/Tank

Five Star General Fighter Squad Strafing run Dive Bomber Gliders Amphibious landing Kamikaze Air drops Fighter Ace PT boat Partizans Propaganda Reserves Sniper

7 3 1 2 3 5 1 2 1 1 2 4 2 1

Int Air Air Air Air/Inf Sea/Inf Air Air Air Sea Inf Int Int Inf

Int

Fort/Mines

Sea Air Sea Art

Look at opponents

Air Inf Tank Sea Air Sea

Inf

Draw one card

Draw one card

GAME DESIGNERS NOTES Players will have to make their own set of cards. The deck contains one of each card listed. Players are welcome to design new types of cards in addition to those listed above.

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CARRIERS INTRODUCTION Board & card game for 2 players. World War Naval/Air II theme. Abstract Fleet & Squadron level combat. Each figure represents a group of Ships or Planes.

VICTORY You win if you destroy your opponent’s carriers.

BOARD, CARD & COUNTER SET AVAILABLE Thanks to the talented Janne Thörne: Click here for Gameset

THE MAP Use an 8x8 chessboard.

THE SHIPS Use chits or miniatures to represent units. There are 4 types of units: Carriers, Warships, Subs, and Planes. Each player starts with: 2 Carriers 4 Warships 2 Subs 8 Planes

SETUP Each player places one unit on each square of his back two rows. Units may not stack.

THE CARDS Players share a common deck. The deck contains 2 of each card listed.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Search Phase Engage Phase

ORDERS PHASE 464

Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

SEARCH PHASE Play (discard) a Move card to move one of your units. The Move card must be useable by the unit. For Example: Only Planes can use the patrol card. The move card has a number. This is the number of spaces the unit moves. Moves can be diagonal or orthogonal. Boats cannot move through other boat units. “Knight” type move cards allow a man to move like a knight in chess. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card.

ENGAGE PHASE Play (discard) an Attack card to have a unit attack. The Attack card must be useable by the unit. For Example: Only Warships can use the destroyer card. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. The enemy unit that is the target of the attack is automatically destroyed and removed from the map. Your opponent may play certain Defense cards to negate your attack.

CARD LIST NOTATION M = Movement A = Attack D = Defense V = Vessels (Warships & Carriers) N = Naval unit (Vessels & Subs) P = Planes S = Submarine W = Warship U = Any type of Unit X = Special Card K = as a Knight would move in Chess Type = Purpose of card Target = What units are targeted by the attack User = What type of unit can use the card

CARD LIST Card Name: Bomber Dive Bomber Torpedo Plane Depth Charge Torpedo AA Guns Flak Destroyers Naval Guns Battleship

Range 1 1 2 1 3 1 2 2 3 4

Type A A A A A A A A A A

User P P P W S V W W W W

Target Notes V V V S V P P S V V

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Fighters Fighter Ace Sailing Change Course Navigate Underway Full Steam Climb Patrol Fly Soar Recon Search Drop Tanks Intercept Sonar Radar Cloud Cover Rough Seas Damage Control Silence

1 2 1 1 2 2 3 1 2 3 4 5 6 7 K -

A A M M M M M M M M M M M M M D X D D D

P P N N N N N P P P P P P P P V S

P P -

Negate Attack by Sub Look at Opponents Hand Negate Attack by Plane Negate Move by Vessel Negate Attack on Vessel Negate Attack on Sub

TERRAIN Islands: Naval units cannot move into or through Islands.

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CASTLE SIEGE INTRODUCTION Simple Wargame for two players. One player is the Attackers (Besiegers) The other player is the Defenders (Besieged)

THE BOARD Use a Chessboard The middle 16 spaces are the Castle Spaces.

DICE Six sided dice are needed.

UNITS Use chits (counters) to represent units. Each player has a set of chits of a different color. The Defenders have 16 units: 4 Cannons 4 Knights 4 Archers 4 Boiling Oil Cauldrons The Attackers have 28 units: 4 Cannons 8 Knights 4 Archers 4 Sappers 4 Battering Rams 4 Siege Towers

SETUP The Defender places his chits facedown in his castle, one unit per space. The Attacker places his units facedown on the spaces that border the edge of the map, one unit per space.

FIRST TURN Flip all units face-up. Defenders go first (Attackers are moving into position)

TURN SEQUENCE Players take turns. Each turn has 3 phases: 1. Move Phase 2. Breach Phase 3. Attack Phase

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MOVE PHASE Roll 1D6. This is the number of units you may move this turn. A unit may move to an adjacent space. The stacking limit for friendly units on castle spaces is 2. The stacking limit for friendly units on open spaces is 3. Units of both players may occupy the same space at the same time. Defenders may not leave the castle. Attacking Cannons, Battering Rams, and Siege Towers may not enter Castle spaces. Attackers may only enter a castle space under 3 conditions: 1. The Castle space is breached (It has a Breach marker on it) and they roll 3+ on 1D6. 2. The Attackers are moving off of a Siege Tower and they roll 4+ on 1D6. 3. The Attackers scale the walls on a roll of 6 on 1D6.

BREACH PHASE Certain attackers may attack the Castle walls. A Battering Ram may attack an adjacent Castle Space. The Space is Breached on a roll of 5+ on 1D6. Sappers may attack an adjacent Castle Space. The Space is Breached on a roll of 6+ on 1D6. A Cannon may attack a Castle Space up to 2 spaces away. The Space is Breached on a roll of 6+ on 1D6. Place a “Breach” counter on a Breached space.

ATTACK PHASE All your units may attack once this phase. Killed units are removed from play. Knights kill opposing units in the same space on a roll of 4+ on 1D6. Knights kill enemy knights in the same space on a roll of 5+ on 1D6. Defending knights may attack adjacent units in the spaces adjacent to the castle by throwing rocks. This type of attack kills on a roll of 6+ on 1D6. Attacking Cannons have a range of 2 spaces. They kill on a roll of 6+ on 1D6. Defending Cannons have a range of 3 spaces (Height Advantage). They kill on a roll of 6+ on 1D6. Cannons cannot attack units in the same space. Cauldrons may attack adjacent units in the spaces adjacent to the castle by pouring Boiling Oil. This type of attack kills on a roll of 5+ on 1D6. Attacking Archers have a range of 1 space. They kill on a roll of 6+ on 1D6. Defending Archers have a range of 2 spaces (Height Advantage). They kill on a roll of 6+ on 1D6. Archers kill opposing units in the same space on a roll of 6+ on 1D6. Sappers kill opposing units in the same space on a roll of 6+ on 1D6. Rams and Siege Towers cannot attack.

468

CASTLE WOLFENSTEIN

INTRODUCTION Solitaire Card game. Based on the side Scroller Video game of the same name. (Part of the Warp Scroller Collection)

DISCLAIMER Castle Wolfenstien is a copyrighted, licensed, trademarked property. This is merely a Fan site.

VICTORY Defeat all the Bosses.

CHARACTERS Your Hero starts with 20 Hits.

SETUP Shuffle the Deck.

TURN SEQUENCE Flip Phase Fight Phase Foe Phase Fini Phase

FLIP PHASE Turn over top card of deck. If it is a Foe or Boss card place it face up on the table. If it is any other type of card put it in your hand. If the Deck runs out, shuffle the discard & draw from it

FIGHT PHASE You may play an Attack card you may do damage to a Foe or Boss in play.

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The Damage done by a Attack card must go to a Single Foe. Use coins to keep track of Damage. A Foe with damage equal to or greater than its Hits is destroyed. Discard a used Attack card. You may use additional Attack cards from your hand vs additional targets. Keep destroyed Bosses set aside in a separate pile.

FOE PHASE Every Foe & Boss in play may Attack. Foes do damage equal to their Hits minus their Damage. If your Hero is reduced to Zero or less Hits he is killed. You may discard a Defense card to negate all damage done to you this turn.

FINI PHASE You may play a First Aid Card to Heal 4 Damage. Max hand size is 5 cards. Discard excess cards.

CARD LIST Card Name: Knife Pistol Rifle Flame Thrower Stick Grenade Sub-Machine Gun Machine Gun Chain Gun First Aid Kit Take Cover Disguise Attack Dog Stormtrooper Guard Nazi Officer Zombie Hans Grosse Dr. Shabbs Hitler Clone Otto Giftmacher Gretel Grosse General Fettgesicht

# 3 3 3 3 3 3 3 3 4 2 2 4 6 4 4 1 1 1 1 1 1

Type A A A A A A A A H D D F F F F B B B B B B

CARD LIST NOTATION A D H F B

= = = = =

Attack Defend Heal Foe Boss

LINK CW Shrine

470

Hits 1 2 3 4 1 2 3 4 1 2 3 4 5 5 6 6 7 7

Notes:

Damages all Foes Damages 2 Foes Damages 2 Foes Damages 2 Foes Heal 4 Damage Negate all Damage this turn Negate all Damage this turn

Twin Chain Guns Thrown syringes Metal Suit & Quad Chain Guns Pistol Armored Suit & Pistol Pistol & Chain Gun

471

CASTLEKEEP INTRODUCTION A 2-4 player game of medieval conquest.

OBJECT Be the first player to control 7 castles on the map.

THE MAP Use a hex map. Locate 12 castles on the map. Other hex types include clear, forest, mountain, river, and sea.

COUNTERS Each player has a set of chits of a unique color. Each chit set includes control markers and army markers.

THE DECK The deck contains 60 cards, 4 of each of the 15 types in the card list.

SETUP Each player starts in control of 3 castles, and has 1 army in each. Each player starts with a full hand of 7 cards Determine turn order: Each player draws one card. High siege value goes first.

TURN SEQUENCE Players take turns. Each turn has 5 phases: 1. Draw Phase 2. March Phase 3. Battle Phase 4. Recruit Phase 5. Control Phase

DRAW PHASE All players fill their hands to 7 cards. If the deck runs out, shuffle the discard, and draw from it.

MARCH PHASE Only one army per hex. Armies may move 2 spaces over clear hexes. Armies may move 1 space over castle, forest & river hexes. Armies cannot move into mountain or sea hexes.

472

Discard a March card to move an army a second time.

BATTLE PHASE The active players armies may attack adjacent enemy armies. Fight one battle at a time. The active player chooses which battle to resolve next. At the beginning of all battles both players fill their hands to seven cards. If the defending army is in a castle it is a siege battle. If the defending army is not in a castle it is an open battle. Both players may play some or all of their cards. Cards have numeric values for both open & siege battles. Some cards destroy other cards in open battle. The destroyed cards are discarded simultaneously and immediately. In a siege there are some cards that can only be played by the attacker or the defender. Each side adds up the total value of all its cards to get a Battle total. In open battle defenders in forest hexes get +2 to their battle total. In open battle defenders in river hexes get –2 to their battle total. An army gets +1 to its battle total for every other friendly army adjacent to the enemy army. Compare the battle totals. The higher total wins. The defender wins ties. The losing army is destroyed. If the attacking army wins it may move into the empty hex left by the loser. All cards played are discarded.

RECRUIT PHASE You can have as many armies as you have castles under your control. If you currently have less armies than castles you may raise one new army in any one of your castles.

CONTROL PHASE On all castles that one of your armies occupy remove any control markers of your opponents and place one of your own control markers.

CARD LIST Name Archers Crossbowmen Swordsmen Pikemen Knights Boiling Oil Parapets Moat Ladders Sappers Siege Tower Catapults Trebuchets Ballistae March

Open 3 2 3 3 4 0 0 0 0 0 0 1 1 2 1

Siege 4 4 3 3 3 4 5 6 4 5 6 4 5 3 0

Notes Destroy a Pikemen card in open battle Destroy a Pikemen card in open battle Destroy a Knight card in open battle Destroy an Archer card in open battle Defender only Defender only Defender only Attacker only Attacker only Attacker only

473

CAT & MOUSE INTRODUCTION Two player card game representing terrorist activity and government countermeasures. One player represents US Security. The other player is the Terrorists.

OBJECTIVES The game ends when the terrorist plays a meld or has no more cards left in his deck. The terrorist player wins if he plays a meld of: 3 of the same Attack cards, and 3 of the same Group cards, and 3 of the same Target cards. (For example: 3 Nuke attack cards, 3 Western group cards, and 3 Military target cards.) A meld represents making a successful terrorist attack. The US player can win in two ways: 1. If the Terrorist player never plays a meld before the end of the game, or by 2. Guessing the meld as it is played but before the identity of the cards are revealed. A US win represents preventing a successful terrorist attack.

THE DECKS Each player has his own unique deck.

SETUP The Terrorist player draws 12 cards from his own deck. The US player draws 9 cards from his own deck.

TURN SEQUENCE Each turn has 4 phases: 1. Terrorist Draw Phase 2. US Draw Phase 3. US Security Phase 4. Terrorist Attack Phase

TERRORIST DRAW PHASE The Terrorist player may draw 1 card. Maximum hand size is 12 cards. Discard any extra cards of your choice.

US DRAW PHASE The US player draws 1 card. Maximum hand size is 9 cards. Discard any extra cards of your choice.

US SECURITY PHASE The US player may play one card combo.

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If a combo is played the Terrorist player must discard a Secrecy card or one random card from his hand. There are 3 types of combos: 3 Cards of the same Name. (For example: 3 FBI cards) 3 Different cards from the same Suite. (For example: 1 CIA card, 1 FBI card, and 1 Interpol card) 5 Different cards from different Suites. (For example: 1 Police, 1 Organization, 1 Action, 1 Resource, and 1 Surveillance card)

TERRORIST ATTACK PHASE The Terrorist player may play a meld as described in the Objectives section. The Terrorist does not attack he may discard a Secrecy card to draw 2 additional cards.

TERRORIST DECK CARD LIST Card Name: # Nuclear 4 Biological 4 Chemical 4 Conventional 4 Middle Eastern 4 Asian 4 African 4 Western 4 Military 4 Government 4 Commercial 4 Cultural 4 Charismatic Leader 1 State Supported 1 Multiple Cells 1 Intelligence Failure 1 Fresh Recruits 1 Fanaticism 1 Go Underground 1 Leave No Trace 1 Blend In 1 Dead End 1 False Identity 1 Misinformation 1 # = Number of that card in the

Card Type: Attack Attack Attack Attack Group Group Group Group Target Target Target Target Secrecy Secrecy Secrecy Secrecy Secrecy Secrecy Secrecy Secrecy Secrecy Secrecy Secrecy Secrecy deck

US DECK CARD LIST Card Name: CIA FBI Interpol Informants Human Intelligence International Assistance Airport Security Intercept Communications Eye in the Sky Eyewitnesses Paper Trail Follow Up Leads Pre-Emptive Strike Arrests & Interrogations Commando Raids # = Number of that card in the

# 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 deck

Card Type: Organization Organization Organization Resources Resources Resources Surveillance Surveillance Surveillance Police Work Police Work Police Work Action Action Action

475

CAVE WARS INTRODUCTION Wargame for 2 or more players. Subterranean Fantasy theme.

VICTORY Occupy all 8 Lairs on the Board.

DICE, CHITS, COUNTERS, MARKERS, TILES, COINS, & CARDS Tiles are used to make the Map. Chits are used to represent Units. Cards are used for Events. Coins represent Gold. Counters are stacked with units to record damage. Each player has a set of colored Markers to identify their stacks. Tile, chit, counter, coins and card sets are common to all players. Ten sided dice are needed to play.

TERRAIN TILE LIST Terrain Type: Mines Shafts Pits Crevices Lava Tunnels Great Hall Labyrinth Corridors Caves Caverns Rift Stone Bridge Chambers Dungeon Tomb Heavy Gate Rune Stones Vault Mushroom Caves Crystal Caves Abandoned Mines Lost City Pools Underground River Rock Slide Shrine Troglodyte Caves Dwarf Mines Gnome Burrows Kobold Warren Orc Pits Goblin Caves

476

Notes: Rich Treacherous Treacherous Treacherous Maze Large Maze Maze Large Large Treacherous Defensible Defensible Maze Rich Defensible Magical Rich Magical Rich Defensible Large Magical Treacherous Treacherous Magical Lair = Recruit Lair = Recruit Lair = Recruit Lair = Recruit Lair = Recruit Lair = Recruit

Troglodytes Dwarves Gnomes Kobolds Orcs Goblins

Drow City Troll Den Solid Rock

Lair = Recruit Drow Lair = Recruit Trolls # 30 Solid Rock Tiles

TERRAIN TYPE NOTAION It costs a unit its whole move to enter a Maze territory. Large territories can hold double the normal number of Units. Units in Defensible Territories ignore Hits on a roll of 1-3 on 1D10. Rich Territories earn an extra Gold in Recruit Phase. When a stack enters a Treacherous territory it suffers a single Force = 5 Attack. Units in Magical Territories get Force +1. All Lairs are Large & Defensible.

THE MAP Use a Chessboard. Each space is known as a Territory. Randomly distribute the 64 Terrain Tiles.

SETUP Each Player starts in control of 1 Lair. Randomly determine who goes first.

UNIT CHIT LIST Unit Name: Troglodytes Gnomes Dwarves Orcs Goblins Kobolds Cave Trolls Drow

Force 5 4 7 6 3 2 9 8

Size M S M M S S L M

Hits 2 1 2 2 1 1 3 2

Sign T N D O G K C W

TURN SEQUENCE Players take turns. Each turn has 4 phases: Recruit Phase Event Phase Move Phase Battle Phase

RECRUIT PHASE Gain 10 Gold. Gain 1 extra gold for each Rich Territory you occupy. Purchase units with your gold. You may buy units from Lairs you occupy. New Units are placed in the Lair or adjacent to it. A Units cost in Gold is equal to its Force. Gold may saved from turn to turn.

ADJACENCY RULE 477

Units or spaces must share a common border to be adjacent. Diagonal spaces and units are not adjacent.

STACKING RULE In a single space you may stack up to 4 size levels of your units. Small units are size level = 1 Medium units are size level = 2 Large units are size level = 4 Units from opposing players cannot occupy the same space.

EVENT PHASE Draw 2 Event cards. Max hand size is 5 cards. Discard excess cards. If the deck runs out, shuffle the discard and draw from it.

MOVE PHASE You may move each of you units up to 2 spaces. Units cannot enter or move through Solid Rock spaces. The stacking limit must be strictly enforced. Some Event cards will affect the Movement of units & Stacks.

BATTLE PHASE You may attack adjacent enemy stacks with your own stacks. Resolve conflicts between two opposing stacks, one at a time. A turn may have multiple battles between multiple stacks. Battles are fought in Rounds. Player may play event cards at any time during the round. During each round, each unit, in turn, in both opposing stacks gets to attack once. Small units always attack before Medium size & Large units. Medium size units always attack before Large units. Start with the Active player (Player whose turn it is) Pick which of your units is attacking, then Roll 1D10. If the roll is equal to or less than the attacking units Force, an enemy unit loses 1 hit. The defender decides which of his units is hit. A unit reduced to zero hits is destroyed. The other player then attacks and so on. This repeats until one side is completely eliminated. Extra Attacks (From Event Cards) are made, in turn, like regular attacks.

EVENT DECK NOTATION User: You must have at least one unit of the types indicated in the stack to use the card.

EVENT DECK Event: Ambush Surprise Blunderbusses Crossbows Heavy Armor War Machines

478

Users TK TK ND DOW DO ND

Notes: Units get an Units get an Units get an Units get an Unit ignores Units get an

extra attack extra attack extra attack extra attack one hit extra attack

this this this this

round round round round

this round

Nets Berserkers Battle Rage Thick Skinned Brute Strength Poison Arrows Powder Keg Illusions Wizard Shaman Slayer Mob Skill Hide Skirmish Spider Riders Run Away Set Traps Warriors Spear Chuckers Fast Miners Secret Passage Infravision Passwall Build Barrier Magical Barrier Lost Orders Difficult Going Cave In Spy Scouts Detect Gems Rich Vein

TK ODC ODC CT CT GW GN NW NW OG DO GK DW TKNG KNG GW KNG KNG OD GK OW DN Any Any WN Any WN Any Any Any Any Any Any Any

Target unit cannot attack this Battle Units get an extra attack this round Units get an extra attack this round Unit ignores one hit Units get an extra attack this round Discard target Unit Discard unit to discard target unit Negate one hit Units get an extra attack this round Units get an extra attack this round Discard target Unit Units get an extra attack this round Units get an extra attack this round Unit ignores one hit Units get an extra attack this round Units get an extra attack this round Unit ignores one hit Units get an extra attack this round Units get an extra attack this round Units get an extra attack this round Unit can move twice this turn Stack can move twice this turn Stack can move twice this turn Stack can move twice this turn Stack can move twice this turn Stack cannot be attacked by target stack Stack cannot be attacked by target stack Target Stack cannot Move this turn Target Stack cannot Move this turn One random unit in target stack is killed Look at opponent’s hand & discard 1 card Look at opponent’s hand & discard 1 card Gain 10 Gold Gain 10 Gold

COUNTER SET By jiminybollocks Check it out: Click Here

479

CELLULAR INTRODUCTION Card game using concepts from general biology.

THE DECK The deck includes 85 cards. The deck contains one of each type of card listed in the Card List section.

OBJECT Accumulate the most points at the end of the game, or over several games.

SETUP All players are dealt a hand of 8 cards. The dealer goes first. Play proceeds clockwise.

TURN SEQUENCE Players take turns. Each turn has 4 phases: 1. Draw Phase 2. Combination Phase 3. Scoring Phase 4. Discard Phase

DRAW PHASE Draw 1 card from the deck or take the top X cards from the discard pile. X can be any number, but you must take all of them. If there are no cards left in the deck, the game ends.

COMBINATION PHASE If you have the right cards to make one or more of the combos in the combination list, place the card combo face up in front of you. You may play multiple combos if you have them.

SCORING PHASE Score 1+ one point for every card in the combo. Any time a player has no cards left in his hand, the game ends. At the end of the game, players lose one point for every card left in their hand.

DISCARD PHASE Discard one card. There is no maximum hand size.

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COMBINATIONS LIST Combo Name: Cards Included: Cell Structure Plasma Membrane, Cytoplasm, Organelles, Nucleus Mitosis Mitosis, Prophase, Metaphase, Anaphase, Telophase Meiosis Meiosis, Gametes, Sperm, Eggs, Crossing Over Spermatogenesis Meiosis, Sperm, Flagella Division Binary Fusion, Mitosis, Meiosis Cytokinesis Cytokinesis, Cleavage, Telophase Cell Respiration Cellular Respiration, Mitochondria, Glycolysis, Krebs Cycle, ETC Respiration Equation Oxygen, Glucose, ATP, Carbon Dioxide, Water Photosynthesis Chloroplast, Chlorophyll, Light Reactions, Dark Reactions Light Reactions Light Reactions, Chlorophyll, Light, Water, ETC Dark Reactions Hydrogen Shuttle, ATP, Enzymes, Glucose Photosynthesis Equation Oxygen, Glucose, Light, Carbon Dioxide, Water Metabolic Pathways ATP, Intermediates, Enzymes Electron TransportChain ETC, Hydrogen Shuttle, ATP Enzymes Enzymes, Inhibitor, Substrate ATP Cycle ATP, Cellular Respiration, Fermentation Monera Bacteria, Binary Fusion, Cell Wall, Prokaryote, Colonies Plant Cells Cell Wall, Cellulose, Starch, Chloroplast, Central Vacuole, Eukaryote Carbohydrates Starch, Glucose, Cellulose Lipids Lipids, Phospholipids, Steroids, Triglycerides Hormones Steroids, Proteins, Receptors, Inhibitors Macromolecules DNA, Carbohydrates, Proteins, Lipids Energy Molecules Glucose, Triglycerides, Starch, ATP Movement Taxis, Flagella, Cilia, Pseudopoda Cytoskeleton Cytoskeleton, Keratin, Collagen, Actin Muscle Cells Actin, Myosin, ATP Replication Replication, DNA, Enzymes, Interphase, Chromosomes Transcription Transcription, DNA, RNA, Genes Translation Translation, RNA, Ribosomes, Proteins Central Dogma Replication, Transcription, Translation Endosymbiont Theory Mitochondria, Chloroplasts, Bacteria, Organelles Endomembrane System Nucleus, Endoplasmic Reticulum, Golgi Apparatus Development Zygote, Cleavage, Embryo Sexual Reproduction Gametes, Fertilization, Zygote Energy Intake Heterotrophs, Autotrophs, Saprophytes Autotrophs Autotrophs, Photosynthesis Heterotrophs Heterotrophs, Saprophytes, Phagocytosis Active Transport Receptors, ATP, Plasma Membrane Fluid Mosaic Model Plasma Membrane, Phospholipids, Proteins, Receptors Deoxyribonucleic Acid DNA, Genes, Chromosomes, Double Helix Nucleus Nucleus, Nucleolus, Chromosomes Chromosome Structure DNA, Protein, Chromosomes, Centromere

CARD LIST Water Light Mitosis Interphase Prophase Metaphase Anaphase Telophase Cytokinesis Centromere Cleavage Meiosis Gametes Sperm Eggs

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Plasma Membrane Nucleus Nucleolus Chromosomes Mitochondria

ATP Intermediates Hydrogen Shuttle Cellular Respiration Glucose Oxygen Carbon Dioxide Glycolysis Krebs Cycle

ETC Ribosomes Cytoskeleton Flagella Cilia Light Reactions Dark Reactions Central Vacuole Fermentation Prokaryote Eukaryote Binary Fission Replication Transcription Translation Endoplasmic Reticulum Golgi Apparatus Heterotroph Autotroph Saprophyte Chloroplast Chlorophyll Photosynthesis

DNA RNA Protein Carbohydrates Cell Wall Cellulose Starch Triglycerides Lipids Phospholipids Steroids Hormones Keratin Collagen Actin Myosin

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Enzymes Substrate Inhibitors Phagocytosis Pseudopodia Taxis Colonies Bacteria Fertilization Zygote Embryo Genes Chromosomes Double Helix Cytoplasm Organelles Crossing Over

GAME DESIGNERS NOTES The main goal was to include most of the organelles and macromolecules found in cells. I pretty much left out Mendelian genetics, it applies only to multicellular organisms. On the other hand, I was compelled to include gametogenesis, and some developmental biology. Certain topics in biochemistry were emphasized including aspects of metabolism and molecular genetics. Examples of cards I considered but did not use include: Alleles, Dominant, Recessive, Homozygous, Heterozygous, Ectoderm, Endoderm, Mesoderm, Neurons, Neurotransmitters, Introns, Exons, Kinetochores, Centrioles, Chromatids, Mutations, Histones, Spontaneous Generation, Darwin, Scientific Method, and others that were veering too far into General Biology, Anatomy & Physiology, and Genetics. One could easily debate the removal and addition of any number of cards. I would have liked to include more, but more than 85 cards starts to push the limits of playability. Future games of this type will delve into evolution, ecology, AP, etc. In the future, some of the material in this game may be removed and be used in similar games specializing in biochemistry and genetics.

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CELTIC SAGA INTRODUCTION Players take the role of Celtic Warrior Heroes in ancient Ireland. Players compete to make their Hero the most famous of all. The winner will be sung about by bards for generations and his exploits will be written of in the Book of Kells. Card game for 2-4 players.

HEROES OF OLD Some representative Heroes of the age include: Cu Chulainn, Ferghus mac Roich, and Conall Cernach.

RESOURCES Leabhar Gabhala... Book of Dinnshenchas... History of Tain Bo Cuailnge... Cattle Leabhar na h Uidre... Book These are the main Insular

Invasions Places Raid of Cooley of the Dun Cow (Irish) sources, mostly compiled in the 12th century.

VICTORY Players accumulate points in 4 value categories: 1. Blessings- Wives, true love, children, heirs, friendship, peace, home and hearth. 2. Fortune- Gold, Wealth, Riches, Kingship, Nobility. 3. Victory- Enemies defeated in battle. 4. Prophecy- Wisdom, Lore, History, Fate, Doom. The player with the most points in the most categories at the end of seven cycles wins.

THE DECK Players share a common deck. The deck contains one of each of the cards described in the card list. Note that there are 2 decks. Use one or the other. There are basically 2 versions of the game: The Ulster Deck and the Fionn Deck.

TYPES OF CARDS There are 5 types of cards: 1. Allies 2. Weapons 3. Action 4. Boons 5. Foes

DICE Six sided dice are required.

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TOKENS Use tokens to keep track of wounds and other effects.

SETUP Shuffle the deck.

TURN SEQUENCE The game is played in seven turns or cycles. At the beginning of each Cycle all players roll high on 1D6 to determine initiative order. 3 cards are drawn from the deck for each player. All of these cards are played face up in the center of the table. In order of initiative each player takes one card. A player may choose to remove a wound token instead of drawing a card. The cycle is over when there are no cards left. If the player takes an Action card, he puts it into his hand. If the player takes an Ally, Weapon, or Boon card, he places it face up in front of him. A player automatically controls all cards he takes except for Foe cards. If a player selects a Foe card, he must battle the Foe. Roll 3D6 and add all of the Heroes Fight modifiers to the total. This is the Fight Total. The fight modifiers are found on the cards. All the cards a player controls contribute. The Hero subtracts one from his total for every wound token he has. Next roll 4D6. This is the Foe total. If the Foe total is greater than the Fight total, the Foe card is discarded and the Hero gets one wound token. If the Fight total is equal or greater, the Hero wins the battle and takes the defeated Foe card. The defeated Foe card is placed with the rest of the heroes cards. Action cards may be played immediately or whenever it is appropriate. Discarded cards go into a discard pile. When fighting player may only gain the benefit of one version of a weapon. For example he can use a spear and a chariot, but not 2 spears. Boons that adversely affect an opponent are added to that players cards.

ULSTER CYCLE CARD LIST Card Name: Cattle Raid Bull of Cooley Great Strength King Conchobar Men of Ulster Kings Chariot Hospitality Amergin the Sage Fergus the Warrior 100 Warriors Prowess The Six Womanly Gifts Fierce Blow Morann the Judge Torc of Judgement Gae Bolga the Magic Spear Tutored by Scathach Feats of Valor

Type: Foe Foe Boon Ally Ally Weapon Boon Ally Ally Foe Boon Boon Action Ally Boon Weapon Boon Foe

Value: Fortune +1 Fortune +1 Fight +1 Fortune +1 Fight +1 Fight +1 Blessing +1 Prophecy +1 Fight +1 Victory +1 Fight +1 Blessing +1 Discard for Fight +2 Prophecy +1 Prophecy +1 Fight +1 Fight +1 Victory +1

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Emer the Fair Provisions Animal Sacrifice Funerary Rites Culann the Smith Fast for one year Marriage Childbirth Sencha the Poet Hound of Ulster Cathbad the Druid Omens Jubair the Charioteer Armory Hostile Fort Boasts & Challenges Disguise Gaulish Chieftan Carts of Gold & Silver Dowry Sickle Chariot Cladcholg the Magic Sword Ogma the God of Eloquence Divination Thrown Rock Medb, Queen of Connacht Ferdia, the Warrior Traitor Transformation Shapeshifter Curse of Weakness Destroy Crops Macha the War Goddess War Trophies Heads of your Enemies Venemous the Magic Spear CannotbeFelledbySwordorSpear Brigid, Goddess of Healing Festival of Imbolic Three sons of Nechta Scene Expedition Oath Tricks Speak in Riddles Standing Stone Inscription Fair Maidens Turned into Swans Heir Ritual Feasting Tara Brooch Courage Games of Hurley and Fidchell Fianna Warrior Band Pictish Tribes Gaesatae, Naked Warriors Taunts & Insults Berserker Frenzy Geas Kinship & Fealty Forbidden Words Sacred Trinity Magicians Incantation of Truth Vision of the New High King Epona the Horse Goddess Bull Cult King Ailill

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Ally Action Boon Boon Ally Boon Boon Boon Ally Foe Ally Boon Ally Action Foe Action Action Foe Boon Boon Weapon Weapon Ally Boon Action Foe Action Foe Boon Boon Ally Foe Foe Weapon Boon Action Boon Foe Foe Boon Action Boon Boon Ally Action Ally Boon Boon Boon Boon Ally Foe Ally Action Action Boon Boon Boon Boon Foe Boon Boon Boon Ally

Blessing +1 Fortune +1 Prophecy +1 Prophecy +1 Fortune +1 Prophecy +1 Blessing +1 Blessing +1 Prophecy +1 Victory +1 Prophecy +1 Prophecy +1 Fight +1 Discard for Fight +2 Victory +1 Discard for Fight +2 Discard for Fight +2 Victory +1 Fortune +1 Fortune +1 Fight +1 Fight +1 Blessing +1 Prophecy +1 Discard for Fight +2 Foe Fortune +1 Victory +1 Discard to discard target Ally Victory +1 Opponent is Fight -1 Opponent is Fortune -1 Fight +1 Fortune +1 Victory +1 Fight +1 Fight +1 Discard to remove all wounds Blessing +1 Victory +1 Fortune +1 Prophecy +1 Discard for Fight +2 Prophecy +1 Prophecy +1 Blessing +1 Discard to discard target Ally Blessing +1 Blessing +1 Fortune +1 Fight +1 Blessing +1 Fight +1 Victory +1 Fight +1 Discard for Fight +2 Discard for Fight +2 Opponent is Victory -1 Fortune +1 Opponent is Prophecy -1 Prophecy +1 Victory +1 Prophecy +1 Prophecy +1 Action Discard for Fight +2 Prophecy +1 Fortune +1

The White Horned Bull Bricriu the Mischief Maker Supernatural Origin Metamorphosis Flidais the Nature Goddess Tall as a Giant Elopement of Deirdre & Naoise Fair Fionnchaomh Feast of Bricriu Great Serpent Incest Two Foals are Born Take up Arms at an early Age Visor of Manannan the Sea God Spell of Invisibility Power over Animals Champions Portion Portents Washer at the Ford Spear of Vulcan Badbh the Divine Destroyer Red Branch Knights Shrieking Shield Brainball Run with Superhuman Speed Fair Finnebair Revenge Killing Battle Furies Morrigan the Phantom Queen Death Crow Harbinger of Death Visit the Otherworld Warriors of Connacht Treachery

Boon Boon Boon Action Ally Boon Boon Ally Boon Foe Boon Boon Boon Weapon Action Boon Boon Boon Boon Weapon Ally Ally Boon Action Boon Ally Foe Ally Foe Boon Boon Boon Foe Foe

Fortune +1 Prophecy +1 Fight +1 Discard to discard target Ally Fortune +1 Fight +1 Prophecy +1 Blessing +1 Prophecy +1 Victory +1 Prophecy +1 Prophecy +1 Initiative +1 Fight +1 Discard for Fight +2 Fortune +1 Fortune +1 Prophecy +1 Prophecy +1 Fight +1 Victory +1 Fight +1 Prophecy +1 Discard for Fight +2 Fight +1 Blessing +1 Victory +1 Fight +1 Victory +1 Prophecy +1 Prophecy +1 Prophecy +1 Victory +1 Victory +1

BOOK OF INVASIONS & FIONN CYCLE CARD LIST CARD NAME:

TYPE

Lugh the Shinning One Ally Spear of Lugh Weapon Sword of Nuadu Weapon Cauldron of Daghda Boon Stone of Fal Boon Tuatha De the Divine Race Ally Gaels Ally Partholon Ally Eriu the Goddess of Sovereignty Ally Daghda, the Father God Ally Club of Daghda Weapon Goibhniu the Smith Ally Luchta the Wright Ally Creidhne the Metalworker Ally Ale of Immortality Boon Dian Cecht God of Healing Action Silver Arm Weapon Cloak of Manannan Boon Fragarach the Magic sword Weapon Magic Boat Boon Magic Horse Boon Magic Pigs Boon Weather Magic Action Sorcerer Foe Balor of the Baleful Eye Foe

VALUE

Fight +1 Fight +1 Fight +1 Fortune +1 Prophecy +1 Fight +1 Fight +1 Fight +1 Fortune +1 Fight +1 Fight +1 Fortune +1 Fortune +1 Fortune +1 Blessing +1 Discard to remove all wounds Fortune +1 Fight +1 Fight +1 Fortune +1 Fight +1 Fortune +1 Discard for Fight +2 Victory +1 Victory +1

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Fairy Mound Salmon of Knowledge Fir Bholg Gaze of Death Fomorian Farmers Fort of Dun Aonghusa Blight Fomorians Golden goblet Marriage to the Land Union with Medb Tests of Kingship Betrayal Sacred Rules of Conduct Tarbhfhess, the Bull Sleep The Black Druid Sava the Fair Finnegas the Bard Aillen the Malicious Goblin Festival of Samhain Hunt Enchanted Animals Leaping the Boyne Gift of Prophecy Love Triangle Niav of the Golden Hair Bewitched Tale of Jealousy Amhairghin the Seer Midhir, Lord of the Sidh Etain the Fair Warning Magical Wind Oenghus, the God of Love Reborn Gods Intervene Royal Court of Tara Boar of Boann Ghulban Manly Honor Sleep Spell Shape-changing Powers Divine Youth Wanderings Sharvan the Giant Cause the Sun to stand still Tree of Immortality

Boon Boon Foe Foe Ally Foe Boon Foe Boon Boon Ally Foe Foe Boon Foe Ally Ally Foe Boon Foe Foe Boon Boon Boon Boon Ally Ally Ally Action Boon Ally Boon Action Ally Foe Boon Action Boon Boon Foe Foe Boon Boon

Boon

Ally

Prophecy +1 Prophecy +1 Victory +1 Victory +1 Fortune +1 Victory +1 Opponent is Fortune -1 Victory +1 Prophecy +1 Fortune +1 Blessing +1 Victory +1 Victory +1 Prophecy +1 Prophecy +1 Victory +1 Blessing +1 Prophecy +1 Victory +1 Blessing +1 Victory +1 Victory +1 Prophecy +1 Prophecy +1 Blessing +1 Opponent is Blessing -1 Prophecy +1 Prophecy +1 Fortune +1 Blessing +1 Discard for Fight +2 Prophecy +1 Blessing +1 Prophecy +1 Discard for Fight +2 Fortune +1 Victory +1 Victory +1 Discard for Fight +2 Fight +1 Blessing +1 Victory +1 Victory +1 Initiative +1 Blessing +1

GAME DESIGNERS NOTES Another deck based on Welsh myths should be forthcoming. Also expect additional cards for all decks.

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CHAIN HOME by mike marinos [email protected] Chain Home The game combines successful use of radar and RAF fighter resources to intercept German air fleets during the Summer of 1940 Game Length Game lasts 15 moves. Map The map of England is divided into the 4 main sectors used during the Battle of Britain. RAF Fighters 1. Allocate by filling in the circles 20 fighters between each sector and divide each sector between planes ready for Scramble and Reserve. 2. Scramble Aircraft can be committed at any time and before positive radar contact. 3. Reserve aircraft can be committed to another sector and can’t participate in combat until they arrive at the sector. Reserve aircraft can only be committed to combat in a sector only on positive Radar contact. 4. Reserve aircraft take 4 moves to move from sector to sector. 5. Scramble aircraft will intercept within the sector 6. RAF planes do not need to be on the ground at the end of play. 7. RAF planes must be at the right height to intercept Fighter flight duration Planes can stay in the air for 6 moves. Planes can be rearmed and refuelled in 2 moves German Aircraft Allocate 24 aircraft to the 4 directions of attack Altitude There are 3 levels of altitude It cost 1 movement point to go up one level. Setting up Chain Home Efficiency is deducted from die roll increasing the chance of a radar intercept Allocate 5 efficiency points between the radar sites. Record the number in the Efficiency Box. Efficiency points do not need to be allocated Roll and deduct efficiency points 1 = height 2 = number 3 = nothing 4 = nothing 5 = nothing 6 = nothing Height Roll 1d6 1 - 2 = level 1 3 - 4 = level 2 5 - 6 = level 3 Bombers Number Roll 1 d6 = number of bombers

1-2=4 4-5=5 6=6 489

Combat Contact On first contact roll 1d6 6 = feint - NOTHING THERE SUCKER reallocate quick! Dogfight for each combat contact Dogfight can last 2 moves then contact must be broken. Roll 1 d6 for each attacking fighter 1 - 3 = 0 planes but 1 bomber unserviceable for one move 4 - 5= 1 plane 6 = 2 plane German Defense for each combat contact 1 - 2 = 0 planes but 1 aircraft unserviceable for 1 campaign move 2 - 6 = 1 plane Bombing When German bombers reach the RAF roundel roll 1d6 and mark of Sector damage If bombers not intercepted 1 - 3 = 3 sector damage points 4 - 5 = 2 sector damage points 6 = 1 sector damage points Bombers intercepted for 1 move before roundel 1 - 3 = 2 sector damage points 4 - 5 = 1 sector damage points 6 = 0 sector damage points Bombers intercepted for 2 moves before roundel 1 - 4 = 1 sector damage points 5 - 6 = 0 sector damage points Designer Notes I wanted a solo game that relied on allocating resources and then managing the resources and calculated guess rather then the straight roll of the dice Everything based on D6. With the die = fog of war, technological uncertainty.

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CHALLENGE OF THE SUPERFRIENDS

INTRODUCTION 2 player card game. One player controls the Superfriends (Justice League) The other player controls the Legion of Doom. Based on the 1978 Season #3 Cartoon Show.

DISCLAIMER “Super Friends” is a copyrighted, licensed, trademarked property. This is merely a fan site.

VICTORY The first player to accumulate 7 Victory Tokens wins.

THE DECKS Each player controls a unique deck.

TURN SEQUENCE Each turn has 6 phases: Draw Phase Help Phase Powers Phase Plot Phase Fight Phase Escape Phase

DRAW PHASE Each player fills their hand to 10 cards by drawing from their own deck. If a deck runs out, shuffle the discard & draw from it.

HELP PHASE 491

Players may discard up to 5 cards & draw replacements.

POWERS PHASE Players put Characters from their hand into play. Characters in Play are face up in front of their owner. You may play only one version of a single Character. For Example: You can only play 1 Superman card, not 2.

PLOT PHASE Players put plot cards from their hands into play. You may have up to 3 plot cards in play.

FIGHT PHASE Each player adds up the power value of all his cards in play. The player with the highest value wins the Fight. The Winner gets a Victory Token.

ESCAPE PHASE All cards in play must be discarded. Maximum hand size is 2 cards. Excess cards must be discarded.

DECK CARD LIST NOTATION C = Character (Hero or Villain) P = Plot

SUPERFRIENDS DECK CARD LIST Card Name: Robin Utility Belt Bat Rocket Super Intelligence Magic Lasso Telepathic Control Invisible Jet Bracers Vortex Super Speed Vibrate Molecules Ring of Power Energy Blast Force Field Super Strength Invulnerable X-Ray Vision Heat Vision Sea Creatures Giant Size Lightning Bolt Lightning Cage Invisibility Whirlwind Flying

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Type C C C C C C C C C C C C C C C C C C C C C C C C P

Power 5 6 4 7 6 7 5 4 5 7 6 7 6 5 7 6 4 5 5 5 6 5 6 5 3

Notes: Batman Batman Batman Batman Wonder Woman Wonder Woman Wonder Woman Wonder Woman Flash Flash Flash Green Lantern Green Lantern Green Lantern Superman Superman Superman Superman Aquaman Chief Apache Black Vulcan Black Vulcan Samurai Samurai

Hall of Justice Sidekicks Justice League Computer Time Travel

P P P

4 5 P 7

6

Draw an extra card

LEGION OF DOOM DECK CARD LIST Card Name: Power Ring Mind Control Force Cage Deadly Toys Giant Toys Fearless Great Stamina Black Crows Psychology of Fear Inventions Leadership Cameras Everywhere Super Genius Research Hypnosis Ray Increase Size & Mass Sea Pirate Ice Ray Gorilla Tactics Animal Strength Traps & Tricks Riddle Me This Agility Speed Color Yellow Kryptonite Giant Size Formula Android Imposters Steal Weapons of Justice Liquid Light Time Conveyor Hall of Doom Monolith of Evil Shrink Ray Giant Laser Holograms

Type C C C C C C C C C C C C C C C C C C C C C C C C P P L L L L L L L L L L

Power 7 6 5 5 6 6 5 5 6 7 5 6 7 6 5 5 4 5 6 4 6 4 4 5 1 2 6 5 3 4 7 4 7 5 6 3

Notes: Sinestro Sinestro Sinestro Toyman Toyman Solomon Grundy Solomon Grundy Scarecrow Scarecrow Lex Luthor Lex Luthor Lex Luthor Braniac Braniac Braniac Giganta Black Manta Captain Cold Grodd Grodd Riddler Riddler Cheetah Cheetah Discard Green Lantern card Discard Superman card

Draw an extra card

LINKS Superfriends Archive COTSF SF Gallery Funny

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CHAMPION CHESS INTRODUCTION Two player card game with a chess theme. One player is the Black player, the other is the white player.

THE DECKS Each player has his own deck. The Black deck and the White deck. The decks have 52 cards each. Both decks are identical. There are 2 types of cards: Noble cards and Aid Cards. A players deck is also referred to as a Battle Deck. Noble and Aid cards are mixed together in the deck. During play a player will accumulate two types of Discard Piles: The Reserve Pile, and the Defeated Pile. Discard piles are face up.

OBJECT Capture your opponents King.

TURN SEQUENCE Turns are simultaneous for both players. Draw Phase Champion Phase Aid Phase Revelation Phase Calculations Phase Resolution Phase Fate Phase End Phase

DRAW PHASE Both players fill their hands to 7 cards from their own Battle decks. If your Battle deck is empty, shuffle your Reserve pile. This becomes your new Battle Deck.

CHAMPION PHASE Each player places one Noble card from their hand down, face-up. The card so played is the Champion card. The two opposed Champions will now fight each other. This fight is also called a Challenge. If a player has no Noble cards, he must discard his entire hand into his reserve pile and draw 7 new cards. He must first show his hand to prove he has no Noble cards.

AID PHASE Each player may play 0-6 Aid cards from their hand onto their champion, face-down.

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A champion may only use one Aid card of each type. For instance, the champion cannot use 2 swords, or ride 2 steeds. The exception to this is the Pawn card. Multiple Pawn cards may be used.

REVELATION PHASE All Aid cards are flipped over face-up.

CALCULATIONS PHASE Every card has a numerical value in three categories. The categories are: Movement, Attack, and Defense. Add up the totals in each category for each Champion. For example a Knight Champion with a Sword and 2 Pawns would have scores of: Movement = 8, Attack = 18, Defense = 10

RESOLUTION PHASE Compare the totals in each category for the two opposing Champions. A Champion with higher scores in all three categories wins the Challenge. A Champion with higher scores in two categories wins the Challenge. If they are tied in two categories, the Champion with the higher score in the third category wins the Challenge. If they tie in all categories, both Champions lose. If they tie in one category, and each Champion is superior in one of the remaining categories, then both Champions lose.

FATE PHASE All Aid cards used this turn are put into their players Defeated Piles. Winning champions are placed in their players Reserve Pile. Losing (Captured) champions are placed into their players Defeated Pile. If you lose your King, you lose the game.

END PHASE Players may discard none, some, or all of the cards in their hands into their reserve pile.

NOBLE CARD LIST Type King Queen Bishop Rook Knight # = The number

# Move 1 2 1 10 4 8 4 6 4 4 of these cards

Attack Defend 2 10 10 2 6 4 4 8 8 6 in the deck.

AID CARD LIST Type Pawn Steed Armor Sword Feint

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# 8 5 5 5 5

Move 2 6 0 0 3

Attack 2 0 0 6 0

Defend 2 0 6 0 3

Shield Magic

5 5

0 3

3 3

3 0

OPTIONAL RULE: CASTLING The First time you are forced to play your king, you may replace him with a Rook from your Battle Deck, if you have one in there.

GAME DESIGNERS NOTES The game came to me in a flash, but the name didn't. Other prototype names included: Drawchess, Studchess, Chessdeck and The Blacks & the Whites.

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CHARGE OF THE LIGHT BRIGADE INTRODUCTION Solo Dice & Record Keeping Game. Simulation of the Charge of the Light Brigade, the final phase of battle of Balaclava in 1854.

MATERIALS Six sided Dice, Paper, Pencil.

YOUR MEN The player controls a British cavalry group of 12 men known as a ‘Troop’. All men are mounted on horses. All men are armed with a sword. One of the men is the Captain, the leader of the troop. Another man is the Trumpeter. The other 10 men are referred to as riders. There are 3 types of Troops: Dragoons, Hussars, and Lancers. Pick which type you want your troop to be.

ROOSTER Write the name of each of your men. Each man has 1 skill. Roll on the skill table and record it. The Captain has 3 skills: Riding, Horsemanship, and Fighting. The Captain is never killed. Treat all kill results as wounds. Other info that will be recorded as the game proceeds include: Wounds sustained by each man. The space (Location) each man occupies. The morale of each man. Spur points on each mans horse.

SKILL TABLE 1D6 Skill Type: Notes: 1Riding +1 to Evade Rolls 2 Horsemanship +1 to Spur Rolls 3 Steadfast +1 to Morale Rolls 4 Steadfast +1 to Morale Rolls 5 Fighting +1 to Fight Rolls 6+ Tough +1 to Kill Rolls Dragoons get a –1 modifier to the roll. Hussars get a +1 modifier to the roll. Roll modifiers only apply to that man.

GAME LENGTH Your Troop will have to traverse 20 ‘spaces’ before mixing in with the Russian Gun Battery. Once any of your men reach the battery, there will be 5 turns of Melee. After this, your troop must turn around and return 20 spaces the way it came. Draw a row of boxes 20 spaces long. Use this to record the location of your troop.

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TURN SEQUENCE 1. Movement or Melee Phase 2. Morale Phase 3. Rally Phase

MOVEMENT PHASE All of your men attempt to move forward one space every turn not in Melee: Roll on the Encounter Table for each man. If the encounter indicates Flat, the man automatically moves forward one space. If there is an obstacle, roll on the appropriate table to see what type it is. Roll 1D6. (The Evade Roll) If this is equal to or greater than the obstacle value move the man forward one space. If it is less, the rider does not move forward and suffers a wound on a roll of 1-2 on 1D6. If it is a Fire Encounter, roll 1D6. If this is equal to or less than the Hit value the man is hit. If the man is hit roll 1D6. (The Kill Roll) If this is equal to or less than the Kill value the man is killed. (Killed also including seriously wounded or having a horse shot out from under you) If hit but not killed, the man is wounded. If not killed by the fire the man automatically moves forward one space

SPURRING You may have a man spur his horse. A Horse can only be spurred once per turn. The rider gains 1 Spur point. (The horse goes from a trot to a gallop.) This allows a man to: 1. Move a second time this turn. (Repeat the Movement Phase) 2. Get +2 to an Evade or Fight roll Roll 2D6 (The Spur Roll) If this is less than the riders Spur point total the horse is blown. A Blown horse cannot be Spurred and gets –1 to all evade rolls. If a man on a blown horse ever encounters a riderless horse, he may switch horses. The ‘new’ horse will have 1D6 Spur points.

MORALE PHASE If any of your men were killed this turn roll 1D6 individually for all your other men. (These are Morale rolls) On a roll of 1-2 on 1D6 the man fails the morale test and must roll on the Break Table If the roll is 3+ the man maintains Good Morale.

BREAK TABLE 1D6 1-3 4-5 6

Result: Hurried Hesitates Retreats

Notes: The man will spur next turn to move an extra space forward The man will not move forward next turn unless he spurs The man turns tail and flees the field

RALLY PHASE The Captain may attempt to rally either all Hurried or all Hesitant or all Retreating men in the troop. Roll 1D6 (The Rally Roll): On a roll of 4-6 the target men are rallied and

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do not suffer the Results of the Break Table. Add one to the roll if the Trumpeter is still alive and in the same space as the Captain.

MELEE If a man is in the Battery (Space 20) he rolls on the Melee Table instead of the Encounter Table. Roll 1D6. (The Fight Roll): If this is equal to or greater than the Fight value of the opponent, the Russian is killed. If it is less, the rider rolls 1D6 (Kill Roll): The Rider suffers a wound on a roll of 1-3. On 4-6 the rider is killed.

ENCOUNTER TABLE 1D6 12 3 4 5 6+

Encounter Flat & Level Flat & Even Ground Obstacle Man Obstacle Cannon Fire Musketry Fire

MAN OBSTACLES TABLE 1D6 1 2-3 4 5-6

Obstacle: Corpse Wounded Man Dead Horse Riderless Horse

Evade 2 3 4 5

GROUND OBSTACLES TABLE 1D6 1-3 4 5 6

Obstacle: Uneven Ground Bushes Rocks Ditch

Evade 2 3 4 5

CANNON FIRE TABLE 1D6 12 3 4 5 6+ If the If the

Type: Hit Kill Double Canister 5 4 Canister 4 3 Round Shot 2 5 Cannon Ball 2 5 Exploding Shell 4 2 Shrapnel 3 1 man is in spaces 1-12 (Just starting out) add 2 to the roll man is in spaces 17-19 (Closest to the battery) subtract 2 from the roll

MUSKETRY FIRE TABLE 1D6 1-2 3-4 5-6

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Type: Musket Fire Musket Volley Rifle Shot

Hit 2 3 4

Kill 3 3 3

MELEE TABLE 2D6 2 3 4 5 6 7 8 9 10 11 12

Opponent: Officer with Saber Cossack with Sword Russian Lancer Greatcoat with Bayonet Artilleryman No Opponent this Turn Artilleryman Cossack with Sword Russian Lancer Greatcoat with Bayonet Officer with Saber

Fight 5 4 4 3 2 X 2 4 4 3 5

WOUNDS A man with one or more wounds gets –1 to Rally rolls. A man with two or more wounds gets –1 to Morale & Evade rolls. A man with three or more wounds gets –1 to Fight rolls.

FRONT RANK OPTION At the beginning of the game you may choose to have your troop be in the front rank of the Charge. If so, during the approach treat all Man Obstacle Encounters as Flat. In spaces 15-19, treat Flat & Level rolls as Cannon Fire.

STRAGGLERS On the way back any encounters with wounded men add 1 wounded rider to your troop.

SCORING Get 2 points for every man that makes it back alive. Get 1 point for every Russian killed during the Melee.

HISTORY Of the 673 men who went into action 113 were killed and 247 badly wounded.

ADDITIONAL MATERIAL by Ron Pehr Started playing this last night. Realizing that continual dice rolling is what happens in a solo game, I have to say it got a bit laborious to do exactly the same rolls twelve times each turn (until, of course, you start losing troopers). Rather than marking position on the card for each man, I laid them out next to numbered pieces of paper (could use chits or dice) indicating what space they were on, as the troop is seldom broken far apart. Thus, if most of the troop is at, say, "4" there'll be stragglers at "3" maybe "2" and the hard-chargers at "5" so you don't actually have to lay out all 20. Alternately, could do that, have a sort of board marked out in 20 spaces and put the cards for each trooper in whatever space he's reached. Here are the cards I made for the captain and the troopers. You put

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check marks on the lines for the status, in pencil so it can be erased and re-used.

CAPTAIN: Name: Skills: Riding (+1 evade) Horsemanship (+1 spur) Fighting (+1 fight) Wounds: one (-1 rally)___ two (-1 morale, -1 evade)___ three+(-1 fight)____ Morale: Hurried (must spur next turn)___ Hesitate (spur or don’t move next turn)___ Retreat ___ Spur Points:___

TROOPER: Name: Skills: Riding (+1 evade)__ Horsemanship (+1 spur)__ Steadfast (+1 morale)__ Fighting (+1 fight)__ Tough (+1 kill)___ Wounds: one (-1 rally)___ two (-1 morale, -1 evade)___ three+(-1 fight)____ Morale: Hurried (must spur next turn)___ Hesitate (spur or don’t move next turn)___ Retreat ___ Spur Points:___ The Trumpeter is same as a "Trooper" just label it as such. Have presumed that if Trumpeter demoralized he nevertheless adds the +1 when rallying roll made if in same space as Captain, and that the Captain similarly can rally himself.

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CHINESE WARLORDS INTRODUCTION These battles take place in China in the 1920's. Anarchy and Lawlessness reign. Now is the time for enterprising individuals to gain power. UNIT TYPES Move Force Range Cost Carry Notes Poorly Armed Peasants 2 1 1 1 Cannon Fodder Gun toting Thugs 2 3 1 2 Well Armed Bodyguards 2 5 1 3 Trusted Lieutenant 2 3 1 3 Warlord 2 9 1 You only get one Assorted Vehicles 6 1 1 3 1 Machine Gun 2 7 1 4 Artillery piece 1 4 3 6 Small cannon or mortar Armored Vehicle 4 10 2 8 1 APC, Light Tank Boats 4 1 1 3 2 Carried units are destroyed if the unit carrying them is destroyed. Assorted Vehicles includes: Trucks, cars, jeeps, motorcycles, etc.

TURN SEQUENCE 1. INITIATIVE 2. INCOME 3. UPKEEP 4. RECRUITMENT 5. MOVEMENT 6. COMBAT

INITIATIVE Roll high on 1D6 to see which player goes first in all of the following phases this turn.

INCOME Collect revenue from villages and stronghold.

UPKEEP Total the cost of all your units and divide by 10. Pay this amount in income. This covers food, pay, gas, and ammo If you cannot meet upkeep, lose 1D6 units of your choice.

RECRUITMENT Units start in or adjacent to villages and strongholds. There are no limits to purchases of Peasants, Thugs, Bodyguards, and Lieutennants. Every time you go to buy one of the other types roll 1D6 (Availability Roll): On a roll of 1-3 there are none of that type left available to you this turn.

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MOVEMENT You may move your units a number of spaces up to their Movement rating. No stacking limit: Any number of units per space.

COMBAT Units may attack enemy stacks in range. A unit may attack once per turn. Carried units may attack.

COMBAT RESOLUTION TABLE FORCE RATIO

1D10 1 2 3 4 5 6 7 8 9 0

5+:1 A K2 K2 K K K R R R -

Attacker:Defender

4:1 K2 K2 K K K R R R -

3:1 K2 K K K R R R -

2:1 K K K R R R -

1:1 K K R R R -

1:2 K R R R -

1:3+ R R R -

All results are against the defending stack. A = All units in stack killed. K2 = 2 Units Killed & Stack must retreat 1 Space or loose another unit. K = 1 Unit Killed & Stack must retreat 1 Space or loose another unit. R = Stack must Retreat 1 Space. 1 Unit killed if unable to retreat. A stack may only retreat once per turn. The defender chooses which units are lost. A stack cannot attack unless it contains a warlord or lieutenant or it was attacked last turn. Attacks on a single stack may be combined. Attacks by units in the same stack must be combined. TERRAIN Income Foot Vehicles Defense Villages 1 1 2 5 Stronghold 4 1 2 15 Open 1 2 0 Road 1 1 0 Rice Paddies 2 1 Jungle 2 2 Water 1* 0 The values for Foot and Vehicles are the cost in movement points to enter the space * = Boats only. Other vehicles cannot enter water. Defense values are added to the defending stacks force value. Defense values represent cover, booby traps, and extra defenders.

MAP Use a hex grid. Place terrain features as desired. Villages are often near rivers. Roads connect villages. Rice Paddies will be adjacent to villages.

STARTING FORCES 504

Each side begins with: 1 Stronghold 1 Warlord 3 Peasants 2 Thugs 1 Bodyguard

VICTORY CONDITIONS Kill opponents Warlord or capture his stronghold.

WARLORD SPECIAL ABILITIES 1D10 ABILITY 1 2 3 4 5 6 7 8 9-0

Drug Trade: +1 Revenue Prostitution Ring: +1 Revenue Railway: +1 Revenue Begin game with Control of one nearby village Trade contacts: +1 to Availability rolls Popularity: Get 2 peasant units for the price of one Begin game with 3 extra Bodyguard units Mechanics: +2 to Availability rolls of Vehicles Begin game with 2D6 extra income

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DownloadGame Board Tileset

CHRONOS > >ver 1.1 >by Gottardo Zancani ([email protected]) Chronos is a game of Time exploration for 3-5 players, inspired by Lloyd Krassner's Timeline.

Game Components Tiles (player home) >TimeWarp Tile Tiles (12 eras, 3 tiles for each era) >Leader counters (in 5 different colors) >Agent counters (in 5 different colors) >Time Portal counters (in 5 different colors) >Control counters (in 5 different colors)

The Map The Time Map is built using square tiles (8cm x 8cm is a good choice) that represents the different ears (from prehistory to the near future): every era is characterized by o o o o o o o

>TL >1 >2 >3 >4 >5 >6 >7 >8 >9 >10 >11 >12

>[TL] a numeric value (from 1 to 12) representing the abstract timeline, where 1 is the prehistory and 12 is the far future. >[VP] the number of victory point gained when the era is controlled by a player of the era to the control

>Era Name >Prehistory >Egyptian >Rome Barbarian Invasions >Crusades >Renaissance >Napoleonic Colonial Empires WWI >WWII Year 2000 Near Future

Every player also

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>VP >1 >2 >3 >3 >4 >4 >5 >5 >6 >6 >7 >7

>RE >3 >4 >4 >5 >5 >6 >6 >7 >7 >8 >8 >9

controls an "House of Time" Tile: this is the start tile for all the player units; only units belonging to player that owns the House of Time can enter this Tile. The TimeWarp tiles represent point of non-continuity in the temporal flux: units cannot enter in this Tiles.

Time Controllers Every player controls three types of units: each unit has an Influence and Movement capability, represented in the counters as I/M:

>Name >Leader >Agent >Explorer

>Influence >5 >2 >*

>Movement >Max # >1 >1 >2 >4 >4 >3

The number of units is fixed: this means that you can have a max of 8 units in play. Game Setup Put all the Era and TimeWarp tiles on the TimePool: shuffle the Time Pool and deal 5 tiles to each player. Tiles are kept secret until played. Each player roll 2D6: high roll goes first and place one Era tile in the table. Until the table contains a number of tiles equal to 3 times the number of players (i.e. on a 4 player game you must have 12 played tiles) each player in turn must place one tile in the table following the Basic placement rules >Basic placement rules: A. B. C. D. E. F. G.

>Each era must be placed so that at least one side of the tile is adjacent to an era whose TimeLine [TL] value is immediately precent or successive. The other sides can be adiacent to any era without restriction (but will be usable for movement only by the Explorers see below for details). >You can always place an era adjacent to a TimeWarp.

If you cannot place any tile you can pass or discard one tile and draw another one (face up so that every one can see it): if the newly drawn tile can be played you must do it or pass. When all the needed Era/TimeWarp tiles have been placed return all unused tiles to the Time Pool. Starting with the last one every player can now place his House of Time adiacent to any Era tile. No House of Time can be adiacent to another House of Time. Each player must then place the Leader counter in his House of Time: you must then choose 3 units (agents or explorers) and place them with the Leader. Game Sequence The game proceed in game turns: the turn sequence is the following • • •

>Determine initiative >First Player segment >Second Player segment

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• •

>… >Last Player segment

To determine the initiative each player rolls 2D6: high result goes first. During your segment you can do one of the following actions: o o o o o o

>Movement >: select any one unit; you can move it in the TimeMap of a number of eras equal or less to the unit movement capability following the TimeLine sequence. Explorers can "jump" between two adjacent Eras not in sequence if the TL difference between the two tiles is less or equal to the remaining movement points.

o o o

>Portal movement >: a unit can move from the House of Time the Time Portal.

o o o o

>Recruit >: you can place any one unit currently not in the Time Map in your House of Time. Explorers can also be placed with your Leader.

o o o o o o o o o

>Control >: one Leader or Agent can try to gain control of a non-controlled era where the counter is placed; roll a D10 adding the unit Influence value and substract the Era resistance and one point for every "enemy" unit in the era. It the result is greater than zero then the era is controlled: put a marker on the era and gain the relative Victory Points. In any case remove your units from the era (you can recruit them later); if the control attempt is successful any enemy unit in the era is also removed, otherwise the enemy units are unaffected.

>Example: >a Leader is trying to gain control of a Napoleonic Era Tile; in this tile an Explorer of another player is also present. The player rolls 1D10 and gets a result of 6: he adds 5 points for the Leader influence and subtract 7 for the Era resistance and 1 for the enemy Explorer. The final result is 6 (roll)+5(leader)-7(resistance)-1(enemy)=3 >The control attempt is successful: remove the leader and put a control marker. o o o o o o o o

>Exploration >: remove any one unit not in the House of Time to try an exploration of the Time Flux; roll 1D10: on a result of 0 the unit is lost in the Flux. With a result of 1-9 you've discovered a new temporal line: draw a tile from the Time Pool. If you can place it, following the basic placement rules, adjacent to the Era where was the agent you must do it. Otherwise you must place it in the Time Map on any legal position: discard the tile only if there is not a legal position in the Time Map.

o o o o

>Portal Creation >: you can remove a unit to create a Time Portal in any Era. The time Portal can be later used to move units from te House of Time to the era where the portal has been created.

End of the game. The game ends when a player has 22 Victory Points (15 in the Easy game).

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>Easy-Game

Scenario The basic game include all the tiles and to win you need 22 VP. Alternatively you can use only the Era with TL 1-5: in this case you only need 15 VP to win the game. Optional rule: Change control For more warlike games you can allow a Control action on a controlled Era: in this case subtract an additional modifier of RE/2 (round fractions down) to the control dice roll to represent the actual control but allow up to units to collaborate in the control attempt (both are removed). >Variants You can easily create game variants by o o o o o o

>Creating new Eras, with different TL (higher or lower) and/or using different VP/RE values. >Create new unit types >Define a different mix for the TimePool (example: remove low TL tiles, include more "central" TL tiles to make easier the placement, increase high TL tiles).

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CITY STATES INTRODUCTION War and politics in ancient Greece.

DICE Six and Ten sided dice are required.

THE BOARD Use a map of the Aegean circa 430 B.C. Divide the map into spaces, either hexagonal or irregular shaped. Make sure to include cities that existed at the time.

VICTORY Control the most city states at the end of 36 turns.

ALTERNATE FANTASTICAL BOARD Have the map be geographically inaccurate collection of islands and small land masses. Include the following city states: Athens (Athenians), Sparta (Spartans), Troy (Trojans), Archea (Archeans), Ionia (Ionians), Thebes (Thebians), Corinth (Corinthians), Thrace (Tracians), Crete (Cretans), Doria (Dorians), Amazonia (Amazonians), Macedonia (Macedonians)

TERRAIN CHART There are several types of spaces: Type Move Cost Stack Defense Notes Water (Sea) 1 4 Fleets only Clear 1 5 Farms 1 4 Fishng Villages 1 4 Fleets may dock Mountainous X X Impassable Mountain Pass 2 1 +7 Forest 2 2 +3 Swamp 2 2 -2 Hills 2 3 +4 Cities 2 4 +5 Fleets may dock Sandy Coast 1 4 Fleets may beach Rocky Coast 2 3 -1 Move Cost = Move cost of unit to enter the space. Stack = Maximum number of Armies or fleets that may occupy the space. Defense = Modifier a Defending unit gets to its Defense roll. (Attackers do not get the modification!)

SCALES Each space = 400 square miles. Each turn is = 1 Month. An army unit is composed of 5000 men of various troop types. Most troops were heavily armed hoplites, supported by light infantry, and

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some cavalry/chariots. A Fleet unit is composed of 25 Triremes (Each carries 170 rowers and 30 marines/officers).

SETUP Each player chooses one city on the map to be their home city. Players should not choose adjacent cities. Shuffle the deck. Each player is dealt a hand of 5 cards. Each home city starts with 2 Armies, 2 Rowers and 2 Fleets. (Or 4 Armies if landlocked) Each home city starts with a treasury containing 10 Gold. Each home city starts with 3 Leaders. Each home city starts with 6 City Traits. Roll on charts to determine Hero Traits and City Traits. Players roll high on 1D10 to determine turn order. All minor cities are considered to be neutral.

HOME CITIES Home cities have a base income = 7 Gold per turn. Home cities have Defense Modifier = +8

MINOR CITIES Any city not chosen to be a Home city is a minor city. Minor cities have a base income = 1D6 Gold per turn. Roll once at the beginning of the game. This base income is fixed for the remainder of the game. The map may have base incomes of cities written onto it.

UNITS There are 6 types of units: Armies, Rowers, Fleets, Transports, Baggage, and Leaders. Armies and Rowers have a recruitment cost of 2 gold. Armies and Rowers have an upkeep cost of 1 gold per turn each. Baggage has a recruitment cost = 1 and no upkeep. Transports has a recruitment cost = 2 and no upkeep. Fleets have a recruitment cost = 4 and no upkeep. Leaders have no recruitment cost or upkeep. Transports are merchant round ships, whereas Fleets are composed of Trireme long boats (warships).

STACKING RULES Each terrain type has a stacking limit. Stacking limits apply only to Armies, Fleets and Transports. Leaders and Baggage do not count against stacking limits. A Fleet can carry one unit of Rowers and 2 Baggage units. An Army (Not on a transport at sea) can carry up to 4 Baggage units. A Transport can carry one Army unit or 8 Baggage units. An Army or Fleet can carry any number of Leaders.

COUNTERS Use counters or chits to represent units. Each player has a set of counters of a unique color. Armies, baggage, rowers, transports, and Fleets are non-unique. Leaders are unique so each counter must be numbered or named.

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Use counters to represent gold Additional unit status counters are necessary to identify the following conditions: Razed, Hostile, Starvation

THE DECK Players share a common deck. The deck contains one of each of the cards in the card list.

TURN SEQUENCE Players take turns. Each turn has 9 phases: 1. Draw Phase 2. Revenue Phase 3. Upkeep Phase 4. Recruit Phase 5. Diplomacy Phase 6. First Move Phase 7. Sea Battle Phase 8. Land Battle Phase 9. Second Move Phase

DRAW PHASE Draw 2 cards from the deck. Maximum hand size = 7 cards. Discard excess cards. If the deck runs out shuffle the discard and draw from it.

REVENUE PHASE Collect revenue from your Home City, and all Minor cities you control. Revenue is in “Gold”. Cities under siege cannot produce revenue. A city is considered to be under siege if there is an enemy army (or rowers) or fleet adjacent to it. Hostile minor cities generate only half revenue (rounding up). Razed cities produce no income. Each city with Razed counters on it may remove 1 counter this phase.

UPKEEP PHASE An Army or Rowers must be in or adjacent to a friendly city to receive upkeep. Razed cities and Cities under siege cannot provide upkeep. Pay 1 gold to upkeep each such Army and Rowers you control. Units completely surrounded by enemy units cannot receive upkeep, but they can use baggage counters. If a unit receives upkeep or uses up a baggage counter remove any starvation counters on it. Leaders and ships do not require upkeep. If a Baggage unit is used up discard it. If a unit does not receive upkeep or baggage roll 1D6 (The upkeep roll): 1-5 Nothing. Put a starvation counter on the unit. 6+ The unit disbands or surrenders. Add 1 to the roll for every starvation counter on the unit. Subtract 1 from the roll if the unit is in farmland or fishing village terrain.

RECRUIT PHASE 512

Each city may recruit 1 Army or Rowers or Fleet or Transport. To recruit (Build) a Fleet or transport, the city must be adjacent to the sea. Each city may recruit up to 6 baggage units per turn. Newly recruited units are placed in the city space. Pay the Recruitment cost of the unit. The unit starts in the City. Each Home City state may also make one 1D10 ‘Experience Roll’ per turn. 1-9 Nothing happens 10 Gain 1 Leader 50% or Gain 1 Random City Trait 50% Razed, besieged, and hostile cities may not recruit.

DIPLOMACY PHASE Every player gets one free diplomacy roll per turn. Leader Traits, City Traits, and Cards allow additional diplomacy rolls. When making a diplomacy roll, target any hostile, neutral, or enemy controlled minor city state. Roll 1D6 (The Diplomacy Roll): 1-5 Nothing Happens 6+ Remove Hostility counter or Gain control of Neutral city state or Enemy city state revolts. Add one to the Diplomacy roll if the city is hostile. If there is a revolt, place 1D3 Rebel units in the City. They will attack any Enemy units in the city. If a city contains no enemy units and only rebel units, it becomes neutral. Discard rebel units from a neutral city. Place a control marker on any city you control.

FIRST MOVE PHASE Units have a certain number of Move points they can use per turn. Armies and Rowers can move 4 spaces on land. Leaders can move 6 spaces on land. Armies “use up” 2 movement points to enter Forest & Hill spaces. Manned Fleets can move 10 spaces by sea. Transports can move 8 spaces by sea. A Fleet requires rowers aboard to move and fight. Transports may carry rowers, but do not require them to move. Fleets and Transports can enter city, sandy, and fishing village coastal hexes. Baggage that is not carried cannot move by itself. Leaders move with Armies and Fleets or independently. Your units may not enter Neutral or enemy cities. Your units cannot enter spaces occupied by enemy Armies, Rowers, or manned Fleets. If your Armies, Rowers, or manned Fleets enter a space containing only enemy Leaders, Baggage, Transports, or unmanned Fleets you capture them. Captured Baggage & Transports change to your color. Captured Leaders may be ransomed or put to death. Units may pick up/ drop off baggage freely.

SEA BATTLE PHASE Your units at sea may attack enemy units in an adjacent sea space. You may combine the attacks of all of your units adjacent to an enemy stack. For every Fleet unit attacking roll 1D10 (Attack Roll) and add any City Trait bonuses to get the Attack Total. The opponent rolls 1D10 (Defense Roll) + bonuses for every defending Fleet in the stack to get the Defense Total. Leader Traits can modify Battle rolls. Both players may play cards to increase or modify these Battle totals. The side with the higher Battle total is the winner. The loser must roll 1D6 (Casualty Roll) for each of his Fleets/Transports in the battle:

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1-4 the unit was destroyed/captured (And any Leaders/Armies/Rowers/Baggage onboard) 5-6 the unit retreats to an adjacent space containing no enemies (If this move is not possible the unit is destroyed) Transports with Armies get a battle roll of 1D6. Ships in coastal spaces are considered to be beached. They may be attacked this turn.

LAND BATTLE PHASE Your units may attack enemy units in an adjacent space. You may combine the attacks of all of your units adjacent to an enemy stack. For every Army unit attacking roll 1D10 (Attack Roll) and add any City Trait bonuses to get the Attack Total. The opponent rolls 1D10 (Defense Roll) + bonuses for every defending Army in the stack to get the Defense Total. Leader Traits can modify Battle rolls. Both players may play cards to increase or modify these Battle totals. The side with the higher Battle total is the winner. The loser must roll 1D6 (Casualty Roll) for each of his units in the battle: 1-4 the unit was destroyed/captured. 5-6 the unit retreats to an adjacent space containing no enemies (If this move is not possible the unit is destroyed) Rowers get a battle roll of 1D6. Cities get a Defense roll of 1D6. There is always a garrison present. (This is in addition to any armies present) Attackers get +1 to their rolls if they are attacking a hostile city. Terrain defense modifiers only apply to a unit if it is Defending. You may attack a neutral city. A neutral city will have 1 Army present. If you defeat the defending army of the neutral city immediately move an attacking unit into the city. You gain control of the captured city, but it is hostile. Put a control marker and a hostility counter on the city. If you capture a city you may also plunder it for 3D6 Gold. Put 3 Razed counters on the city. If you plunder a city you may also destroy it: Put a total of 6 Razed Counters on it. Ships in coastal spaces are considered to be beached. They may be attacked this turn.

SECOND MOVE PHASE All of your units may move again. Your Fleets and transports must end their move in city, sandy, and fishing village coastal hexes. If a Fleets or transport is unable to do this roll 1D6 (Navigation Roll): 1-4 Nothing 5-6 Storms sink the unit. Note: Beached Ships do not get terrain defense modifiers.

LEADERS For each newly recruited leader roll 1D6 (Leader Roll): 1-3 1 Skill 4-5 2 Skills 6 3 Skills Roll on the Leader skills table to determine what these skills are. Record the Leaders skills, name, and chit identification.

LEADER SKILLS TABLE 1D100 01-04 05-08 09-12

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Skill Heroism Strategist Oratory

Effect Stack gets + 1D6 added to Battle Total All units in stack get +1 to Battle Rolls Get 1 extra Diplomacy roll per turn.

13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00

Courage Leadership Judgment Brilliance Adventurous Ambitious Charisma Admiral General Honorable Organization Logistics Politician Intellectual Intrigue Siegecraft Benevolent Diplomacy Statecraft Resolve Economics Historian

All units in stack get +2 to Defense Rolls All units in stack get +1 to Battle Rolls Get 1 extra Diplomacy roll per turn. Stack gets + 1D6 added to Battle Total All units in stack get +1 to Attack rolls Get 1 extra Diplomacy roll per turn. All units in stack get +1 to Battle Rolls Fleets in stack get +2 to Battle Rolls Armies in stack get +2 to Battle Rolls Get 1 extra Diplomacy roll per turn. Nearest friendly city may recruit 1 extra unit per turn. Units in stack get –1 to starvation rolls & +1 Move point/turn. Get 1 extra Diplomacy roll per turn. Get 1 extra Diplomacy roll per turn. Get 1 extra Diplomacy roll per turn. Units in stack get +2 Force when attacking or defending cities. Get 1 extra Diplomacy roll per turn. Get 1 extra Diplomacy roll per turn. Maximum hand size +1 All units in stack get +1 to Battle Rolls Income of Home city +1 Hero counts as 1 city for victory conditions at end of game.

CITY TRAITS TABLE These include technology, resources, superior unit types, and cultural attributes associated with the city. D6D6 Trait Effect 11 Stoicism Units get –1 to starvation rolls 12 Greek Fire All Fleets get +1 to Battle Rolls 13 Seamanship All Fleets & Transports get +1 Movement Points 14 Slavery Home City Income +1 15 High Culture Get 1 extra Diplomacy roll per turn 16 Code of Laws Get 1 extra Diplomacy roll per turn 21 Siegecraft Units get +2 to attack cities 22 Fortifications Units get +2 when defending cities 23 Trade Home City Income +1 24 Mining Home City Income +1 25 Shipbuilding All Fleets get +1 to Battle Rolls 26 Bronze Panoply All Armies get +1 to Battle Rolls 31 Democracy Get 1 extra Diplomacy roll per turn 32 Hoplites All Armies get +1 to Battle Rolls 33 Peltasts All Armies get +1 to Battle Rolls 34 Cavalry Opponent gets –1 to Casualty rolls 35 Triremes All Fleets get +1 to Battle Rolls 36 Phalanx All Armies get +1 to Battle Rolls 41 Chariots All Armies get +1 to Attack Rolls 42 Discipline All Armies get +1 to Battle Rolls 43 Archers All Armies get +1 to Battle Rolls 44 Rowers All Fleets get +1 to Battle Rolls 45 Courage All Units get +1 to Defense Rolls 46 Militaristic All Units get +1 to Attack Rolls 51 Naval Tactics All Fleets get +1 to Battle Rolls 52 Training All Armies get +1 to Battle Rolls 53 Ram & Prong All Fleets get +1 to Battle Rolls 54 Wine Home City Income +1 55 Sea Worthy Fleets get –1 to Navigation Rolls 56 Athletic All Armies get +1 Move points. 61 Long Walls Units defending Home City get +4 62 Professnl Army All Armies get +1 to Battle Rolls 63 Silver Mines Get +3D10 gold one time only 65 Olive Oil Home City Income +1 66 Pottery Home City Income +1

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CARD LIST Card Name: Break Formation Treasure Savage Fighting Determined Resistance Allies Leave Forced March Disorganization Starvation Withdrawal Strong Position Boarding Actions Strong Garrison Diekplus Circle Threatened Superior Numbers Economic Blockade Storms Marathon Night Raid Contributions Narrow Channel Coercion Short supplies Defiance Natural Allies Formal Agreement For the Common Defense Intrigue Alliance Political Ties Hesitation Delaying Action Racial Ties Narrow Defile Colonial Ties Reconnaissance Bribes Elite Units Artful Diplomacy Outflank Failure Revolt Exiled Election Political Rivalry Reinforce Wings Ideological Ties Relieving Force Grand Strategy Spy Assassination Intervene Pitched Battle Plague Desertions Treachery Atrocities Brutality Massacre Enslavement Executions Promise of Clemency

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Effect: Add 1D10 to your battle total. If you capture a city get 1D10 gold. Add 1D6 to your battle total. Add 1D10 to your defense total. Opponent gets –1D10 to his battle total. Army Stack gets +2 Movement points this turn. Opponent gets –1D10 to his battle total. Put a starvation counter on all units in target besieged city. All your units in battle get +1 to casualty roll. All your Armies in battle get +3 to defense roll. All your Fleets in battle get +3 to battle roll. Add 1D10 to your defense total when defending a city. All your Fleets in battle get +3 to defense roll. Opponent gets one less Diplomacy roll this turn. All your units in battle get +2 to battle roll. Opposing city generates no income next turn. All ships in target square must make a navigation roll. Army Stack gets +2 Movement points this turn. Add 1D10 to your attack total. Gain 2D6 Gold. Add 2D10 to your defense total in sea battle. Gain 1 extra Diplomacy roll this turn. Remove 1D6 Baggage units from target stack. Opponent gets one less Diplomacy roll this turn. Gain control of target neutral city Gain control of target neutral city Gain control of target neutral city Gain 1 extra Diplomacy roll this turn. Gain control of target neutral city Gain 1 extra Diplomacy roll this turn. Target stack may not attack this turn. All your units in battle get +1 to casualty roll. Gain 1 extra Diplomacy roll this turn. Add 2D10 to your defense total in land battle. Gain 1 extra Diplomacy roll this turn. Add 1D10 to your battle total. Gain 1 extra Diplomacy roll this turn. Add 1D6 to your battle total. Gain 1 extra Diplomacy roll this turn. Add 1D10 to your battle total. Target Leader that lost a battle is discarded. Target enemy controlled minor city revolts. Target Leader is removed from game for 2D6 turns. Discard one leader and Gain one new Leader Opponents units cannot move or attack on his next turn. Add 2D6 to your defense total in land battle. Gain 1 extra Diplomacy roll this turn. Stack gets +2 Movement points if in aid of a city. Draw 1D6 cards. Look at opponents hand. Kill target leader. Gain 1 extra Diplomacy roll this turn. All your units in battle get +2 to battle roll. All units in city make an upkeep roll at +2. All units in stack make an upkeep roll. Add 1D10 to your battle total. Opponent gets one less Diplomacy roll this turn. Opponent gets one less Diplomacy roll this turn. Opponent gets one less Diplomacy roll this turn. Opponent gets one less Diplomacy roll this turn. Negate a revolt. Gain 1 extra Diplomacy roll this turn.

Suspicious Liberators Attack Beached Ships Ransom Prisoners Truce Ambassador Exact Tribute Install Governments Install Garrisons Negotiations Coup Social Division Internal Jealousies Escape Disaffected Skirmish Raids Surprise Attack Tactical Ruse Military Blunder Right Flank Drift Sapping Siege Works Siege Artillery Block Escape Cavalry Pursuit

Opponent gets one less Diplomacy roll this turn. Gain 1 extra Diplomacy roll this turn. Add 2D10 to your attack total vs. Fleets/Transports. Gain 1D6 Gold. No one may attack until the end of your next turn. Gain control of target neutral city. Target enemy controlled minor city revolts. Target enemy controlled minor city revolts. Target enemy controlled minor city revolts. Gain 1 extra Diplomacy roll this turn. Opponents Home city gets 1D6 Razed Counters. Opponents units cannot move or attack on his next turn. Opponent loses 2D6 Gold. All your units in battle get +1 to casualty roll. Opponent gets one less Diplomacy roll this turn. All your units in battle get +1 to casualty roll. Target city produces no income next turn. Add 2D10 to your attack total. Add 2D6 to your defense total. Opponent gets –2D10 to his battle total. Add 1D6 to your battle total in land battle. Add 1D10 to your attack total vs. city. Add 1D6 to your attack total vs. city. Add 1D6 to your battle total at siege. Opponents units in battle get -1 to casualty roll. Opponents units in battle get -1 to casualty roll.

MINOR STATE TRAIT OPTIONAL RULE Roll a city trait for each minor city state. As long as a player controls that city, his home city also gets that trait.

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CIVIL WAR POKER INTRODUCTION It's your move Mr. Lee.

THE DECK The Deck has five suites. Each suite has 10 cards. The 5 Suites include: 1. Infantry 2. Cavalry 3. Artillery 4. Generals 5. Terrain The Deck also has 2 wild cards: 1. The Union 2. The Confederacy There is a total of 52 cards in the deck.

FIVE CARD DRAW RULES The turn sequence has 6 phases: 1. Ante In Phase 2. Dealers Phase 3. Ante Up Phase 4. Reinforcements Phase 5. Last Ante Phase 6. Charge Phase

ANTE IN PHASE Minimum bet: 2 bits.

DEALERS PHASE Everyone is dealt 5 cards.

ANTE UP PHASE Ante up, match the ante, or fold.

REINFORCEMENTS PHASE Discard up to 3 cards. Get replacement cards from dealer.

LAST ANTE PHASE Ante up, match the ante, or fold.

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CHARGE PHASE All players reveal their hands. Best hand wins the pot.

RANKING COMBOS In order from worst to best: 1 pair or 2 of a kind (2 cards of the same suite) 2 pairs 3 of a kind Full House (1 pair and 3 of a kind) 4 of a kind Straight (1 card of each of the 5 suites) 5 of a kind

TIE BREAKERS Lets say you have a pair of Infantry and your opponent has a pair of Cavalry. Who wins? Infantry beats Cavalry. Cavalry beats Artillery. Artillery beats Infantry. Generals beat all other suites. All other suites beat Terrain. In a full house tie compare the 3 of a kinds. Lets say you both have 3 of a kind Generals. Who wins? See who has the 'high card' amongst their remaining cards. Cards in order from low to high: Terrain, Infantry, Cavalry, Artillery, Generals, Wild cards.

CARD ART For those inclined to illustrate their cards. Infantry, Cavalry, and Artillery provide a good venue to depict Uniforms, weapons, action scenes, and insignia. General cards can have portraits of famous generals. Terrain cards can include forts, battlefields, states, cities, and maps. The Wild cards should portray the flags of the two sides.

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Classic Dungeon Crawl By Sir Gerard Luft, KDM

Introduction A Long time ago, in a part of Wisconsin far, far away… This simple card and dice miniature game is based off of the very original Dungeons and Dragons, back in the days of Chainmail and the Classic Dungeons and Dragons boxed set. If the game rules seem a bit simple and occasionally clumsy, they are supposed to be. That was the charm of the “Proto-D&D” fantasy miniature wargaming.

Components If you have miniatures, you can expand the combat listed below to include terrain and movement. But don’t make sophisticated terrain! “Proto-D&D” terrain is best if they are simply drawn images on 3”x5” cards. You will need plenty of six sided dice (d6). You will need to construct the decks listed below. There is a common deck for each of the six dungeon levels. You’ll have to reach a certain level with your character in order to advance to the next dungeon level. Use index cards as your character sheets, so that you can keep track of Gold Pieces (GP) and Experience Points (EP) earned. If you have the original Chainmail rules and the very Original Dungeons and Dragons Rules (three book, white cover set), you can add various rules to increase authenticity and depth to this game (e.g., more selection of magic items). The 1979 Edition Chainmail Medieval Miniature Rules are available for purchase as an ESD from WotC: http://store.yahoo.com/svgames-store/tsr6002esd.html The original Dungeons and Dragons rules (from the three books of the white boxed set) are available for free at: http://www.geocities.com/classicdnd/dnd.htm

Players and Characters This game can be played with 1 to 3 players. For solo play, this is a simple solitaire adventure system for “proto-D&D” fantasy miniature battles. For two to three players, it becomes a competition to survive (be warned that multiplayer games can get very lengthy; it’s best to take this game in sessions like you would a modern D&D adventure, breaking between dungeon levels). Each player choose one of the three characters provided: Fighting Man (Veteran), Magic User (Medium) or Cleric (Acolyte). For each monster you defeat, your character receives the listed gold pieces for that creature. Experience Points (EP)= GP + 10%. Each Class level has Experience Point requirements. When you meet the next level (e.g., Warrior for 2nd Level Fighting Man, Seer for 2nd Level Magic user, and Adept for 2nd Level Cleric), then you acquire the new stats listed. In addition to GP, roll 2d6 for each creature to determine if a magic weapon is present: on a roll 12 a magic item is present (Sword +1 for Fighting Man, Mace +1 for Cleric, and Dagger +1 for Magic User). Magic Weapons give a +1 to Medieval Combat and Fantasy Combat Attack Score. If you have the Classic Dungeons and Dragons rules, feel free to use the Magic Item tables to add variety to the Game.

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The Turn For multiplayer games, players take turns taking their turn in a clockwise fashion. The player who last went serves as the next player’s referee (he rolls for the monsters). 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

Draw a card from the particular dungeon level deck. Fight the Monster using the Chainmail Medieval Combat Resolution abridged version (for Dungeons Levels 1 and 2; found under the Dungeon Level 1 Section), or the Chainmail Fantasy Combat Resolution abridged version (for Dungeon levels 3 through 6; found under the Dungeon Level 3 Section). If your character dies, your out of the game (though it would be prudent to continue as referee for the other player(s)).

Dungeon Level 1 Characters: Start with Veteran, Medium or Acolyte. Your character then advances in its class according to the experience points you gain by defeating monsters and villains (1gp=1ep)

Class Level Attack Health Spells Experience Required Veteran 1 1 0 Warrior 2 2 2000 Medium 1 1 Sleep 0 Seer 1 1 Light, Sleep 2500 Acolyte 1 1 0 Adept 1 2 Cure Light Wounds 1500

Spell Descriptions: Sleep- Defeats 2-16 monsters of health 1, 2-12 monsters of health 2, 1-8 monsters of health 3, and 1 monster of health 4. Light- Dispels Darkness Darkness: human characters can not attack. Cure Light Wounds: heals 1 Health Charm person: Humans, elves, dwarves, kobolds, goblins, orcs, hobgoblins and gnolls must roll 7 or higher on 2d6 or be defeated.

Chainmail Medieval Combat Resolution 1. 2. 3. 4. 5. 6. 7. 8. 9.

Roll 1d6 for character and monster (if the game warrants it, the player to the right of the current player may roll for the monster, acting as referee for that conflict). The highest roll wins initiative. Reroll ties. Cast Spell or Attack: The character going first rolls #d6 (#= Attack score). For each 6 rolled, subtract 1 hit from the target’s health. If the target’s health drops to 0 or less, then that character is defeated. Repeat step 2 for the

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10. character that lost initiative.

Dungeon Level 1 Deck (4 of each card) Creature Kobold Goblin Orc Skeleton Bandit

Attack 1 1 1 1 1

Health 1 1 1 1 1

Gold 6 6 20 0 20

Dungeon Level 2 Characters

Class Level Attack Health Spells Experience Required Swordsman 3 3 4000 Conjurer 2 2 Sleep, Light, Charm, Invisibility 5000 Priest 2 3 Cure Light Wounds, Light 3000 Spells Descriptions: Invisibility- +4 Attack on next turn upon coming out of Invisibility to fight Detect Invisibility- Negates Invisibility

Dungeon Level 2 Deck (4 of each card) Creature Attack Health Gold Special and Spells Hobgoblin 1 1 20 Zombie 1 1 0 Ghoul 2 2 125 Paralysis 7 Gnoll 1 1 20 Warrior 2 2 20 Conjurer 2 2 20 Sleep, Light, Charm, Invisibility Berserker 1 1 20 Theurgist 2 2 75 Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility Elf Conjurer 2 2 20 Sleep, Darkness, Charm, Invisibility Elf Warrior 2 2 20 Dwarf Warrior 2 2 20 Elf Theurgist 2 2 75 Sleep (x2) , Darkness, Charm, Invisibility, Detect Invisibility

Dungeon Level 3 Characters

Class Level 522

Attack Health Spells

Experience Required

Hero 0 Swashbuckler +1 Theurgist -2 Thaumaturgist -2

4 5 2 3

Vicar Curate

4 4

-1 -1

8000 16000 Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility 10000 Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility, 20000 Fire Ball 5 Cure Light Wounds (x2) 6000 Cure Light Wounds (x2); Hold Person 12000

Spell Descriptions: Fire Ball #- Deals # points of damage to all creatures in 3” Diameter. Certain monsters and characters are allowed to make a save roll to avoid damage: Slowness- Creature affected attacks only once every other combat round Haste- Creature affected attacks twice per combat round. Hold Person- Defeats any 1 humanoid creatures. Save roll allowed: 9.

Chainmail Fantasy Combat System Following the multiplicity of the “pre-D&D” system, the characters now enter into a new level of combat with powerful fantasy creatures and legendary characters. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

Roll 1d6 for character and monster (if the game warrants it, the player to the right of the current player may roll for the monster, acting as referee for that conflict). The highest roll wins initiative. Reroll ties. Cast Spell or Attack: The character going first rolls 2d6 (characters add (subtract) their Attack bonus (penalty) to the roll). Characters must have a modified roll equal to or greater than the monster’s Defense Score in order to hit. Monsters must roll equal to or greater than their attack score in order to hit the character. One hit causes 1 point of damage. Repeat step 2 for the character that lost initiative.

Dungeon Level 3 Deck (4 of each card) Creature Wight Anti-Hero Thaumaturgist

Attack Defense Health Gold Special and Spells 9 6 3 125 Silver, drains 1 class level upon a successful hit 7 7 4 125 9 7 3 125 Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility, Fire Ball 5 Swashbuckler 6 7 3 275 Magician 9 7 5 275 Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility, Fire Ball 5 (x2) Dwarf Anti-Hero 7 7 4 125 Elf Anti-Hero 7 7 4 125 Dwarf 6 7 3 275 Swashbuckler Elf Thaumaturgist 9 7 3 125 Sleep (x2) , Darkness, Charm, Invisibility, Detect Invisibility, Fire Ball 5 Elf Magician 9 7 5 275 Sleep (x2) , Darkness, Charm, Invisibility, Detect 523

Invisibility, Fire Ball 5 (x2)

Dungeon Level 4 Characters

Class Level Myrmidon Champion Magician

Attack Health Spells +1 +2 -2

6 7 3

Enchanter -1

4

Bishop

5

-1

Archbishop 0

6

Experience Required 32000 64000 35000

Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility, Fire Ball 5 (x2) Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility, Fire 50000 Ball 5 (x2); Polymorph Other Cure Light Wounds (x2); Hold Person (x2); Cure Disease; 25000 Sticks to Snakes Cure Light Wounds (x2); Hold Person (x2); Cure Disease (x2); 50000 Sticks to Snakes; Quest

Spell Description: Polymorph Other- Defeats an opponent by changing its form to a non-lethal one. Save roll: 7 Charm Monster: As per Charm Person, but for Monsters. Roll 3d6: if number equals or exceeds the creature’s Health, it is charmed. Dimension Door: Allows the magic user to teleport to 36” away from the opponent. Allow 1 extra attack for the magic user if miniatures are not used. Hallucinatory Terrain- Draws an opponent towards an illusion of terrain. If miniatures are not used, allow the magic user an extra attack. Continual Light- Prevents Darkness for the remainder of the dungeon level. Sticks to Snakes- Creates poisonous snakes to attack the opponent: Attack 10, Defense 10, Deadly Poison Save roll: 9 Quest- Defeats one creature by sending it on a Quest for atonement. Save roll: 10

Dungeon Level 4 Deck (4 of each card) Creature Wraith Ogre Evil Priest Myrmidon Werewolf Weretiger Werebear Wereboar Enchanter 524

Attack Defense Health Gold 8 11 4 500 Magic, Deadly Disease inflicted upon a successful hit- will kill character at the end of combat unless cure disease spell is used 8 9 4 170 9 7 3 170 6 7 5 275 7 8 4 275 Silver, Lycanthropy 7 8 5 275 Silver, Lycanthropy 7 8 6 275 Silver, Lycanthropy 7 8 4 275 Silver, Lycanthropy 9 10 4 275 Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility, Fire Ball 5 (x2); Polymorph Other

Gargoyle 8 Dwarf 6 Myrmidon Elf Enchanter 9

9 7

4 5

275 Magic 275

10

4

275 Sleep (x2) , Darkness, Charm, Invisibility, Detect Invisibility, Fire Ball 5 (x2); Polymorph Other

Silver- Can only be damaged with silver weapons. Magic- Can only be damaged with magic weapons. Lycanthropy- If character is reduced to half Health Score by the Lycanthrope, then he will become a Lycanthrope of the same type unless cure disease spell is used.

Dungeon Level 5 Characters

Class Level

Attack Health Spells

Superhero Lord Warlock

0 +1 -2

8 9 5

Sorcerer

-1

6

Necromancer 0

7

Wizard

0

8

Wizard, 12th Level

0

8

Wizard, 13th Level

0

8

Patriarch

-1

7

Experience Required 120000 240000 Sleep (x2) , Light, Charm, Invisibility (x2), Detect Invisibility, 75000 Fire Ball 5 (x3); Polymorph Other (x2) Sleep (x2) , Light, Charm, Invisibility (x2), Detect Invisibility, 100000 Fire Ball 5 (x3); Polymorph Other (x2); Teleport Sleep (x2) , Light, Charm, Invisibility (x2), Detect Invisibility 200000 (x2), Fire Ball 5 (x3); Polymorph Other (x3); Teleport, Cloudkill, Sleep (x2) , Light, Charm, Invisibility (x2), Detect Invisibility 300000 (x2), Fire Ball 5 (x4); Polymorph Other (x3); Teleport, Feeblemind, Cloudkill Sleep (x2) , Light, Charm, Invisibility (x2), Detect Invisibility 400000 (x2), Fire Ball 5 (x4); Polymorph Other (x4); Teleport (x2); Cloudkill, Feeblemind; Disintegrate Sleep (x3) , Light, Charm, Invisibility (x3), Detect Invisibility 500000 (x2), Fire Ball 5 (x5); Polymorph Other (x4); Teleport (x2); Cloudkill, Feeblemind; Disintegrate (x2) Cure Light Wounds (x2); Hold Person (x2); Cure Disease (x2); 100000 Sticks to Snakes (x2)

Levels beyond Lord: +1/2 Attack/+1/2 Health for every 240000 experience points Levels beyond Patriarch: +1/3 Attack/+1/2 Health for every 100000 experience points Spells: 9th 33322, 10th333333, 11th 44433, 12th44444, 13th55544 Levels beyond Wizard: Spell Descriptions: Teleport: Allows magic-user to avoid a conflict. Cloudkill: Kills all in 3” diameter which moves at 6” per tuen away from the caster. Save roll: 7 Feeblemind: Mentally disables an enemy magic user, preventing him from casting spells. Save roll: 10 Disintegrate: destroys 1

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creature. Save roll: 9

Dungeon Level 5 Deck (4 of each card) Creature Troll Black Knight Wyvern Spectre Mummy

Attack Defense Health Gold 8 9 6 500 Regenerate 1/2 8 8 8 500 8 6 7

10 11 11

7 6 5

Minotaur 8 Manticore 8 Cockatrice Sorcerer 10

9 9 9 10

6 6 5 6

Hydra Medusa

10 9

12 4

8

500 1000 Magic, drains 2 class level upon a successful hit 500 Magic, Deadly Disease inflicted upon a successful hit- will kill character at the end of combat unless cure disease spell is used 275 500 500 Turn to Stone 7 500 Sleep (x2) , Light, Charm, Invisibility (x2), Detect Invisibility, Fire Ball 5 (x3); Polymorph Other (x2); Teleport 2000 2000 Turn to Stone 7

Dungeon Level 6 Characters Lords, Wizards and Patriarchs of 13th level or higher

Dungeon Level 6 Deck (4 of each card) Creature Giant Dragon Hydra Basilisk Gorgon Chimera Vampire Evil Lord Wizard Evil High Priest

Attack Defense Health Gold 9 9 12 2000 8 10 12 2000 Dragonfire 7 8 10 12 2000 6 6 2000 Turn to Stone 7 6 8 2000 Turn to Stone 7 8 8 9 2000 7 8 9 2000 Magic, drains 2 class level upon a successful hit, Regenerate 1/1 7 8 9 2000 10 9 8 2000 Sleep (x2) , Light, Charm, Invisibility (x2), Detect Invisibility (x2), Fire Ball 5 (x4); Polymorph Other (x3); Teleport, Feeblemind, Cloudkill 9 5 7 2000 Cure Light Wounds (x2); Hold Person (x2); Continual Light (x2); Sticks to Snakes (x2)

Classic Dungeon Crawl Thoth file available at: www.angelfire.com/games4/doctorwhoeyespy/cdc.zip

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Classic Space Opera By: Sir Gerard Luft, KDM Introduction Before there was Traveller, there was Starfaring! In some circles, Starfaring, by White Buffalo Games, is named as the first science fiction role playing game. Like the legendary Chainmail/ Dungeons and Dragons Fantasy Miniature Game, the Starfaring’s rules were crude and the artwork was horrible.

Components You will need as many six-sided dice as you can and construct the card decks listed below. Like Classic Dungeon Crawl, this game tries to capture the essence of the original game, but in a manner that adapts the rules to a little more play-worthiness. Like Classic Dungeon Crawl, miniatures are highly advised to be included in this card and dice game. The original rules for Starfaring can be obtained for free at: http://www.angelfire.com/zine/gotdeleted/Starfaring.html

Goal One Player Explore intergalactic space and fight the Slish (enemy aliens)! Multiple Player Explore intergalactic space and fight the Slish (enemy aliens), and pay off your ship!

Your Ship and Crew Each Ship Master (player) starts with a ship

Scoutship Compliment Ship Master (Captain) and 9 Crew Power 3 Toughness 3

Crewman Captain (Ship Master) First Lieutenant Lieutenant Science Staff Officer Engineering Staff Officer Chief Scout Quartermaster Fire Control Specialist Engineer’s Mate Coxswain

Power N/A 2 2 1 1 2 1 1 1 1

Toughness N/A 3 2 2 2 1 1 1 1 1

Power represents Physique as well as Mentality and Psionic. Toughness represents Health.

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The Turn For multiplayer games, each Ship Master takes their turn going clockwise. The player who last took their turn serves as Galaxy Master (referee) for the current player. 1. 2. 3. 4. 5. 6.

Subetheric EncountersStarships in Starfaring can travel system (wormholes) and pangalactic with Warp Factors). Regardless of encounters in the Sub-Ether. Draw Deck

intergalactic distances via a Star Gate distances via a Hyperspace Drive (replete the system used, each turn begins with one card from the Subetheric Encounter

Subetheric Encounter Deck Encounter

Description

Cthulhu Debris Berserker Ship (extra-dimension robots out to exterminate all organic life)

# in Deck -2 Power to crewman with the highest Power 3 (Cthulhu Dreams) -1 Toughness to Ship 5 2/3 3

Space Battle Rules- Battle is considered simultaneous. Space and time are abstract when playing out Subetheric battles with miniatures. The ships should begin 12” across from each other. Basically allow each ship to move 1”. Berserker Ships will always fly at the Starship on a direct heading. Each ship rolls 1d6 each turn. In order to score a hit, one must roll equal to or higher than the score indicated to hit. To hit scores change as ships are closer together:

Range To Hit: USS Philadelphia To Hit: Slish Saucer* or Berserker Ship 12” 5 6 10” 5 6 8” 4 6 6” 4 5 4” 3 4 2” 3 4 Nose to nose 2 3 * Slish Ships are allowed 5 Attack rolls per combat round If a ship scores a hit it inflicts its Power score as Damage. Damage is subtracted from the target ship’s Toughness score. If toughness should fall to 0 or less, that ship is destroyed. 2. 3. 4.

Normal Space Encounters- Upon returning to Normal Space, one draws a card from the Normal Space Encounter Deck.

Normal Space Encounter Deck Encounter 528

Description

# in Deck

Slish ship Slish ship Slish ship G.C. Radiation Meteor Strike Power crystal malfunction Triggered supernova

3. 4.

2/3 1/2 1/1 -1 Toughness to 1 random crewman -1 Toughness to Ship -1 Power to Ship

4 4 4 4 2 2

Roll 5 or 6 on 1d6 to avoid the destruction of the Ship; If the Ship survives by jumping into Hyperspace, then it will return to 1 Star Crystal left in the solar debris.

2

Planet Type- Draw 1 card from the Planet Type Deck.

Planet Type Deck Planet # in Deck No Intelligent Life 12 pre-industrial civilizations 1 pre-atomic energy civilizations 1 pre-global high technology civilizations 1 united world culture 1 Life with interplanetary space travel and advanced technology 1 Life with interstellar space travel. Probably uses Star Crystals 1 4. 5. 6. 7.

If there is life on that planet, draw as many cards from the Landing Party Encounter Deck as you have crewmembers +1 (ergo, if you still have all nine crew members, then you draw 10 alien cards to do battle with).

Landing Party Encounter Deck Power Toughness Number in Deck 2 3 12 2 2 12 1 2 12 2 1 12 1 1 12

Paying off the Loan With interest included, you owe 120,000mc (mega credits=1000000 credits) The Imperial Scout Service pays you the following: Item Compensation Star Crystals 100,000 mc. Every Planet discovered 11,000 mc. Contact with new 5,000 mc.

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Intelligent life Contact with new 10,000 mc. Interstellar life Destruction of alien spacecraft 500 mc. Hostile life forms only, like the Slish. By the end of the 3rd turn you must pay 50% of the principal and interest= 60,000mc By the end of the sixth turn you must pay off the remainder of the loan= 60,000mc

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CLINICAL STUDIES INTRODUCTION Players are rival medical scientists trying to out-publish each other.

OBJECTIVE The player to accumulate the most Publisher Points at the end of the game wins. The game ends when the last card is drawn from the deck.

THE DECK Players share a common deck. The deck contains 6 card types: Study Methodology Statistics References Journal Flaw Research

SETUP Each player starts with a hand of 7 cards.

TURN SEQUENCE Players take turns. Each turn has 3 Phases: Research Phase Publish Phase Flaw Phase

RESEARCH PHASE Draw 1 card. Max hand size is 10 cards. Discard excess cards. Research cards are played at the end of this phase.

PUBLISH PHASE You may attempt to publish a Study. To publish you must play a combination of ‘Publishing’ cards that includes: 1 Study Card 1 or more Methodology Cards 1 or more Statistics Cards 1 or more References Cards 1 Journal Card Each card played is worth one Publisher Point.

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FLAW PHASE If you published this turn your opponent may play (discard) one or more Flaw cards. Each Flaw card played negates one ‘Publishing’ card of the indicated type. Negated cards are discarded. You play cards from your hand to replace the negated cards. After this cardplay, if the Study does not contain at least one card of each ‘publishing’ type the study does not get published and all remaining cards are returned to your hand.

CARD TYPE NOTATION S = Study M = Methodology T = Statistics R = Reference J = Journal F = Flaw X = Research CARD LIST High Impact Factor Timely Publication Prestigious Journal Peer Reviewed Journal Core Journal Medical Journal Honorary Authorship Trade Journal Supplement Electronic Journal Reputable Affiliation Qualified Authorship Poster Presentation Citations Review Articles Literature Evaluation Drug Monographs Common Knowledge Tertiary Literature Research Reports Landmark Trials Abstract Search Indexing Services Secondary Literature Electronic Database Primary Literature Randomized Controlled Trial Placebo Controlled Multi-Center Study Prospective Study Cohort Study Case Report Case Control Series Cross-Sectional Study Retrospective Study Parallel Study Crossover Study Meta-Analysis Survey Research Sound Methods Steering Committee Informed Consent Inclusion/Exclusion Criteria Baseline Assessment

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Type J J J J J J J J J J J J J R R R R R R R R R R R R R S S S S S S S S S S S S S M M M M M

Notes Worth Worth Worth Worth Worth Worth

3 2 2 2 2 2

Publisher Publisher Publisher Publisher Publisher Publisher

Points Points Points Points Points Points

Worth 2 Publisher Points Worth 2 Publisher Points

Worth Worth Worth Worth Worth Worth

2 3 2 2 2 2

Publisher Publisher Publisher Publisher Publisher Publisher

Points Points Points Points Points Points

Worth 2 Publisher Points

Double Blind Stratified Randomization Run-In Phase Internal Validity External Validity Intention to Treat Analysis Surrogate End Points Sub-Group Analysis Secondary Outcomes Null Hypothesis Normal Data Distribution Contigency Tables Sensitivity & Specificity Regression & Correlation Descriptive Statistics Inferential Statistics P-Value Significance Confidence Intervals Hypothesis Testing Parametric Tests Relative Risk Reduction Power Analysis Analysis of Variance Revisions Evidence Based Medicine Publish or Perish Loss to Follow-up Duplicate Publication Peer Review Lag Time Conflict of Interest Unorthodox Ideas Inappropriate Test False Positive Sample Size Too Small Sampling Error Hawthorne Effect Protocol Deviation Confounding Variables Systematic Error Plagiarism Paraphrase Sin of Omission Data Dredging Positive Outcome Bias

M M M M M M M M M T T T T T T T T T T T T T X X X F F F F F F F F F F F F F F F F F

Worth 3 Publisher Points

Worth 3 Publisher Points

T

Worth 2 Publisher Points

Draw 2 cards X Draw 2 cards Draw 2 cards Opponent must discard 2 cards Negate a Journal card Negate a Journal card Negate a Journal card Negate a Journal card Negate a Statistics card Negate a Statistics card Negate a Statistics card Negate a Statistics card Negate a Methodology card Negate a Methodology card Negate a Methodology card Negate a Methodology card Negate a Reference card Negate a Reference card Negate a Reference card Negate a Study card Negate a Study card

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COLONIAL EMPIRES INTRODUCTION Card game for 3-5+ players. Each player is a colonial empire trying to amass wealth and influence. The game encompasses the time frame from 1600-1850.

THE DECK Players share a common deck. There are 4 types of cards in the deck: Colonial Resource Cards Industry Cards Influence Cards Event Cards

EUROPEAN IMPERIAL POWERS Each player chooses to be one of the following 5 empires: Portuguese Spanish English French Dutch If more people insist on playing, additional empires may include: Ottoman Russian German Italian

COLONIAL REGIONS There are 10 colonial regions ripe for exploitation: Middle East North Africa South Africa India China East Indies Central America North America South America West Indies

COLONIAL RESOURCE CARDS Card Name Sub Sahara Africa Gold Sub Sahara Africa Ivory Sub Sahara Africa Diamonds Sub Sahara Africa Slaves North Africa Grain North Africa Wines North Africa Iron Ore North Africa Minerals North Africa Antiquities

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Income 2 3 3 1 2 2 2 3

2

China Silk China Jade China Pearls China Tea China Porcelin Middle East Rugs Middle East Wine Middle East Opium Middle East Spices Middle East Incense North America Timber North America Furs North America Cotton North America Tobacco South America Cocoa South America Coffee South America Gold South America Rubber Central America Gold Central America Corn Central America Artifacts Central America Tomatoes Central America Potatoes West Indies Lumber West Indies Fish West Indies Rum West Indies Sugar India Ivory India Rugs India Spices India Seed Oil India Rubies & Sapphires East Indies Spices East Indies Vanilla East Indies Palm Products East Indies Rubber East Indies Coconut oils

3 2 2 2 3 2 1 3 2 2 2 2 3 3 2 3 3 2 3 1 2 2 2 2 2 3 2 2 2 2 1 3 3 2 1 2 2

INDUSTRY CARD LIST Industry Glass & Lenses Clockworks Gunsmiths Cloth works Hand Tools Medicinals Iron Works Furniture Textiles Machinery Coal Mining Printing Presses Herring Fisheries Shipbuilding Musical Instruments Chemical Industry Grain Mills Whaling Canning Railroads

Income 1 1 3 2 2 1 3 2 2 2 3 2 2 3 1 2 2 1 2 3

INFLUENCE CARD LIST 535

Card Name Technology Manpower Leadership Nationalism

Number in Deck Influence Level 5 4 5 5 5 6 5 7

EVENT CARD LIST Card Name Revolutions War Unrest

Number in Deck 5 5 5

TURN SEQUENCE Each turn has 8 phases: 1. Draw Phase 2. Unrest Phase 3. Revenue Phase 4. Revolution Phase 5. War Phase 6. Peace Phase 7. Build Phase 8. Trade Phase

DRAW PHASE Each player draws 2 cards. If the deck runs out shuffle the discard and draw from it. Maximum hand size is 10 cards. Discard excess cards.

UNREST PHASE A player may play a Unrest card targeting one Colonial region. The target colonial region produces no income this turn. The played unrest card is discarded. Unrest cards represent failed rebellions.

REVENUE PHASE Each player collects revenue. Revenue is measured in income units. Each empire produces a base 10 Income units. Each Colonial Resource and Industry also produces Income units. Gain 2 extra Income units if you control all the Colonial cards in one Region.

REVOLUTION PHASE A player may play a Revolution card targeting one Colonial region. Discard all Resource cards on the target colonial region. The played Revolution card is removed from the game. Revolution cards represent successful rebellions such as the American Revolution. Empires may continue to invest after the revolution.

WAR PHASE 536

A player may play a War Card. This is the Attack Leader. The attacking player picks one opponent to be the defending leader. All other players must pick a side. These are the allies. All players must bid their income into 3 categories: 1. Europe 2. Seas 3. Colonies Each player writes their bids on a piece of paper. A player must bid all of his Income units received in Revenue Phase. Players may use the Influence level of Influence cards as Income units. Include the value of Influence cards played into the written bid. Influence cards are discarded at the end of the bid after they are used. Bids are revealed simultaneously. If there is a tie, the defenders win the category. The side that wins in two categories wins the War. The wining Leader may take over control of two colonial resource cards in play from the losing leader or steal two random cards from his hand. All the wining allies may take over control of one colonial resource card in play from any one loser or steal one random card from a losers hand.

PEACE PHASE Skip this phase if a War was fought this turn. Each player makes secret bids in 5 categories: 1. Expansion 2. Raiding 3. Trade 4. Infrastructure 5. Diplomacy Each player writes their bids on a piece of paper. Bids are revealed simultaneously. A player must bid all of his Income units received in Revenue Phase. Players may not save Income units from turn to turn. If there is a tie, no one wins the category. The player who wins the Expansion category may draw an extra card from the deck. The player who wins the Raiding category forces a target player to discard a random card. The player who wins the Trade category may give any one card from his hand to another player and take any one card from that players hand. The player who wins the Infrastructure category gets an extra Build Phase. The player who wins the Diplomacy category may steal one random card from an opponents hand. Discard it if it is an industry card, otherwise keep it. Players may use the Influence level of Influence cards as Income units. Include the value of Influence cards played into the written bid. Influence cards are discarded at the end of the bid after they are used.

BUILD PHASE Each player may put one Colonial Resource card or Industry card into play. These cards are played face up in front of the player. These cards are not discarded. They generate income for their owners every turn in Revenue phase. Industry cards represent revenue sources within a player’s home country. A player may put two or more Colonial Resource cards into play if they are all from the same region.

TRADE PHASE Players may trade cards.

VICTORY 537

The player with the highest revenue on turn 15 is the winner.

GAME DESIGNERS NOTES At least 3 players are necessary to maintain some balance of power.

OPTIONAL IMPERIAL POWERS Portugal - always last to join an alliance Spanish - bonus $1 to Colonies bid for War England - bonus $1 to Sea bid for War French - bonus $1 to Europe bid for War Dutch - if starting hand has no industry, discard Germany - after bids revealed, may swap values of

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cards and redraw diplomacy and raiding bid

COLONIAL FLORIDA INTRODUCTION Historical period: Florida 1513 (Ponce de Leon) – 1821 (American posession) Card & board game for 2-3 players. Each player represents one colonial power: Spanish, British, or French

THE DECK Players share the Enhancement deck. The deck contains two types of cards: Income Cards & Combatants.

THE MAP The Map is a circular ring divided into 36 spaces. Spaces need to be large enough to put cards on. The spaces are marked as follows: 1 Gulf Stream (Start/End Space) 2 Intracoastal Waterways 3 St Augustine (Settlement) 4 Mangrove Swamps 5 Unexplored Wilderness 6 Cowford (Settlement) 7 Payne’s prairie 8 Indian Trails 9 New Smyrna (Settlement) 10 Hardwood Hammock 11 Barrier Islands 12 Fort Caroline (Settlement) 13 Pond Apple Slough 14 King’s Road 15 Fort Matanzas (Settlement) 16 Cypress Stand 17 Lakes 18 Fort Picolata (Settlement) 19 St. Johns River 20 Wild Coast 21 Cape Canaveral (Settlement) 22 Beaches & Sandbars 23 Wetlands & Estuaries 24 Santa Maria de Loreto (Settlement) 25 Everglades 26 Old Spanish Road 27 San Luis (Settlement) 28 Sawgrass 29 Quagmire 30 San Marcos (Settlement) 31 Coral Reefs & Seagrass Beds 32 Sand Hills 33 Pensacola (Settlement) 34 Pine Barrens & Flatwoods 35 Sinkholes & Limestone Springs 36 Tallahassee (Settlement)

PIECES Each player has one pawn and 12 control markers.

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Disease, Hurricane, Pirate, or Indian Raid Markers are needed.

VICTORY The first player to accumulate 50 Gold is the winner.

TURN SEQUENCE Each turn has 7 phases: Rebuild Phase Hurricane Phase Pirate Phase Indian Raid Phase Disease Phase Income Phase Action Phase

REBUILD PHASE Remove one Raze counter from each settlement that has one.

HURRICANE PHASE Roll 3D6 and move the Hurricane Marker counterclockwise. If the Hurricane lands on a Settlement place 1D6 Raze markers on it. Enhancements are destroyed on a roll of 1 on 1D6 (roll for each)

PIRATE PHASE Roll 2D6 and move the Pirate Marker counterclockwise. If the Pirate lands on a Settlement, the settlement is attacked by 1D3 combatants. If the defenders lose, place 1D6 Raze markers on the settlement. This includes the effects of bandits, outlaws, corsairs, slavers, wreckers, & buccaneers.

INDIAN RAID PHASE Roll 1D6 and move the Indian Raid Marker counterclockwise. If the Indian Raid lands on a Settlement, the settlement is attacked by 1D3 combatants. If the defenders lose, place 1D6 Raze markers on the settlement. Major tribes included: The Seminoles (Creeks), Miccosukee, Tequesta, Tocobaga, Timucuan, Apalachee, Calusa, and Choctaws.

DISEASE PHASE Roll 1D6 and move the Disease Marker counterclockwise. If the Disease lands on a Settlement place 1D6 Raze markers on it. Diseases of the time included: Yellow Fever, Malaria, Typhus, and Cholera. Combatants present are killed on a roll of 1-2 on 1D6

INCOME PHASE Each settlement generates income. Income = 1 + the number of Income cards attached to the settlement. Make an additional 1 Gold if the settlement has at least one Labor and One non-labor income card attached.

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The settlement makes an additional 1 Gold for each two Income cards of the same type, such as two ‘Civilization’ cards or two ‘Sea’ cards. Razed settlements do not generate income. If an opposing pawn is on your settlement the settlement generates no income.

ACTION PHASE Players take turns moving their pawn. Roll two six sided dice, pick one, and move that many spaces clockwise. A Player must skip his turn if his pawn occupies the same space as a Disease, Hurricane, Pirate, or Indian Raid Marker If your pawn lands on a settlement not controlled by anyone, you are the “Founder” of the Settlement. Place one of your control markers on it. If your pawn lands on a settlement you already control then remove 1D6 Raze Markers from it. If the settlement has no Raze markers draw one card from the Enhancement Deck. Attach the enhancement card to the settlement. If your pawn lands on an opposing settlement you may attack it if you control either of the two Settlements next to it and at least one of them has a combatant card attached. To resolve the attack, roll (1 + X)D6 where X = the number of combatant cards you Are committing from adjacent settlements. The defender rolls (2 + X)D6 where X equals The number of all combatants attached to the attacked settlement. Reroll ties. The higher roll wins. The loser loses all committed combatants. The winner loses one combatant (but not his last one) on a roll of 1-3 on 1D6. (Fortress cards are never destroyed, they switch hands instead) If the defender won nothing further happens. If the attacker won he gains control of the attacked settlement. He replaces the Control marker with one of his own and may transfer one of the Attacking Combatants to the newly conquered Settlement. If you control any Moveable Combatants, you may move them on your Turn, to an adjacent settlement you control.

ENHANCEMENT DECK CARD TYPE NOTATION T L F K V A W S C M X #

= = = = = = = = = = = =

Trade Labor (Florida was very underpopulated) Food Crop Cash Crop Civilization Animal Resource Wood Resource Sea Resource Combatant Movable Combatant Special Enhancement Number of that card in the deck

ENHANCEMENT DECK Card Name Provincial Capitol Busy Port Importers Plume Trade Hunting Slaves Indigo Plantation Trading Post Frontier Women Bustling Town Entertainment Citrus Groves Orange Groves

# 2 4 1 1 1 1 1 1 1 1 1 1 1

Type V T/S T/S A A L K T L V V F F

Notes (Taxation) Capitols earn 2 Gold per turn (South American Rubber, Caribbean Rum) (Bald Eagles, Pelicans, Wading Birds) (Deer, Beaver, Otter, Alligator, Manatee) (Indian Traders) (Shops, Markets, Taverns, Inns) (Brothels, Bath Houses, Billiard Parlors) (Oranges, Grapefruit)

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Naval Stores Artisans Indentured Servants Cattle Ranches Fishing Trapping & Harvesting Farms Missions Tobacco Timber Barrel Staves Sugarcane Smuggling Indian Labor Land Grants Cubans Scots Minorcans Cutthroats & Thieves Fortress German Mercenaries Armed Black Slaves Indian Allies Militia Garrison Soldiers Cannons Warship Privateers Provincial Units

LINKS Short Florida History Old Florida Maps

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1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 6 1 1 2 2 2 4 4 4 2 2

W/S L L A A/S A/S F V K W W F T/S L L L L L X C M C C C C M C M M C

(Pitch, Resin, Tar, Turpentine) (Livestock) (Fish, Sea Turtles) (Sponges, Shellfish, Shrimp, Lobster) (Squash, Potatoes, Corn, Rice) (Ministers, Missionaries)

Settlement makes –1 Income Cannot be used to attack (Painted Indians) (Conquistadores, Redcoats) (Sailors, Marines)

COLONIALS INTRODUCTION Card game for 2-4 players. Each player controls a coastal colonial settlement in 17-18th Century North America. Each players colony is from an opposing European group including: The English, French, Spanish, and Dutch.

VICTORY The first player to accumulate: 30 Population, 20 Gold, 10 Resources, and 3 Town Improvements wins. If you ever reach zero population, you automatically lose.

THE DECK Players share a common deck.

TOKENS Use tokens to represent Population. Use coins to represent Gold.

SETUP Each player starts with 10 Population and 5 Gold.

TURN SEQUENCE Players take turns. Each turn has 8 phases: Draw Phase Growth Phase Hardships Phase Revenue Phase Upkeep Phase Resources Phase Trade Phase Raid Phase

DRAW PHASE Draw 3 cards from the deck. Max hand size is 7 cards. Discard excess cards

GROWTH PHASE Gain 1 Population Token. Play (discard) Settlement cards from your hand. For each Settlement card played, gain 1D6 Population Tokens.

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HARDSHIPS PHASE Play (discard) Hardship cards on your opponents. For each Hardship card played, an opponent loses 1D6 Population Tokens.

REVENUE PHASE Gain 1 Gold. For each Resource you control gain 1 Gold. For each Oppression card on you, lose 1 Gold. Gain +1 Gold if you have the most resources of a given type (Agriculture, Sea, Trade, etc.)

UPKEEP PHASE Pay 1 Gold for each of your Combatants. Discard Combatants not paid for.

RESOURCE PHASE Play Resource cards for free. Play Oppression cards on your opponents for free. Play Leader cards for free. Pay 1 Gold for a Resource. Pay 1 Gold to recruit a Combatant. Pay 2 Gold for a Town Improvement. Pay 3 Gold to build a Fort. All these types of cards are considered to be Permanents. They stay face up in play from turn to turn. (You may have up to 1 Resource per 3 Population Tokens)

TRADE PHASE Players may trade Cards, Gold, Promises, and Population.

RAID PHASE You may raid (attack) opposing players. Roll 1D6 for each of your combatants and for each battle card you play (discard). (You cannot play more battle cards then you have combatants) A roll of 1 inflicts one casualty. A Fort negates 1 casualty per turn. For each casualty, your opponent must discard one Combatant. If no Combatants are left discard Resources, and then Town Improvements, and then 1D6 Population Tokens.

CARD LIST NOTATION R S H O C B F T E

= = = = = = = = =

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Resources Settlement (Discard when played) Hardships (Discard when played) Oppression Combatants Battle (Discard when played) Forts Town Improvements Events (Discard when played)

L = Leader

CARD LIST Card Name: Cod Fishing Subsistence Crops Dairy Farming Cash Crop Tobacco Corn Crops Lumber Iron Works Cattle Trappers Fishery Apple Groves Squash & Pumpkins Livestock River Boats Wheat & Barley Farmers Market Furs & Skins Trading Post Plantations Textiles Oats & Rye Wool Smuggling Whaling Merchants Shipbuilding Rice & Indigo Port Shellfish Hunting Brewery Religious Sect Exiles Protestants Slaves Pilgrims Colonists Puritan Migration Catholics Settlers Haven Sponsor Lutherans Prisoners Baptists Company Charter Royal Charter Immigrants Quakers Disease Sickness Starvation Hunger Food Shortage Smallpox Frontier Conditions Epidemic Long Winter Religious Intolerance

Type R R R R R R R R R R R R R R R R R R R R R R R R R R R R R R R R S S S S S S S S S S S S S S S S S S H H H H H H H H H H

Notes Sea Agriculture Agriculture Agriculture Agriculture Agriculture Manufacturing Manufacturing Animals Animals Sea Agriculture Agriculture Animals Trade Agriculture Trade Animals Trade Agriculture Manufacturing Agriculture Animals Trade Sea Trade Manufacturing Agriculture Trade Sea Animals Agriculture

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Religious Heresy Indian Raids Indian War Witch Hunt Taxation Stamp Act Navigation Acts Import Duties Coercive Acts Fire Peace Pact Peace Treaty Armistice Free Land Self Government Self Sufficiency Confederation European War Mayflower Compact Poor Richard’s Almanac The Great Awakening Meetinghouse Church Common Area Town Government Legislative Assembly Grammar School College Public Library Printing Press Newspaper Post Office General Hospital Naval Blockade Ambush Night Attack Surprise Attack Raid Counterattack Long March Massacre Siege Skirmish Hostilities Militia Colonists Colonials Royal Troops Indian Fighters Volunteers Irregulars Native American Allies Indian Allies Imperial Force Reinforcements Frontiersmen Cannons Fleet Warships Ship Squadrons Contingent Soldiers Infantry Artillery Raiding Party Punitive Expedition

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H H H H O O O O O E E E E E E E E E E E E T T T T T T T T T T T T B B B B B B B B B B B C C C C C C C C C C C C C C C C C C C C C C

Discard any card Opponent may not Opponent may not Opponent may not Draw 3 cards Draw 3 cards Draw 3 cards Draw 3 cards Draw 3 cards Draw 3 cards Draw 3 cards Draw 3 cards

in play attack this turn attack this turn attack this turn

Garrison Fortifications Earthworks Entrenchments Outpost Governor General Industrialist Entrepreneur Preacher Minister Proprietor Promoter Diplomat Director Dissident Revolutionary Scientist Captain Privateer

F F F F F L L L L L L L L L L L L L L L

Counts as a Town Improvement Counts as a Combatant Counts as a Resource Counts as a Resource Gain +1 Population per Turn Gain +1 Population per Turn Gain +1 Population per Turn Gain +1 Population per Turn Opponent must pay 2 Gold to attack you Counts as a Resource You are Immune to Oppression cards Counts as a Combatant Counts as a Town Improvement Counts as a Combatant Counts as a Combatant

LINKS History Place Colonials Colonial Wars

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COMBAT DICE by Jörg Hansen Combat Dice (CD's) are a very comfortable and easy way to resolve battles in any game system on any detail level. Lots of our self developed games use CD's, and even our favourite warpspawn games like Artifact or the Warp Skirmish System can be varied with CD's if you feel the need for a change. CD's are 6-sided dice with two sides called 'hits' (5 and 6 on a common die) and one side called 'Oops' (the 1). The remaining sides have no meaning. And here's how to use them on different levels of detail: 1. level - keep it simple, stupid Each combatant has a certain strength. Both sides throw as many CD's as their strength says, and the fighter who has more hits wins. The loser might be killed or lose as many hitpoins as the difference between the amounts of hits. 2. level - fast skirmish Each player might have a defending power as well. The attacker throws as many CD's as his attack value says, the defender corresponding to his defending power. If the attacker scores more hits than the defender, the target loses (life, 1 hitpoint, the difference between the amounts of hits). The attacker may not lose this turn. 3. level - different character traits Each player might have different character traits that can be rolled out against each other. For example: Gunnery vs. ship size, if hit then weapon power vs. defense shields etc. You can design this in any detail level you like (some details suck and tend to slow down the gameplay, so do some playtesting). 4. level - modifiers (tabletop gaming etc.) You can use this in combination with any level - just give modifiers under certain circumstances. Let weapons add a number of CD's to your strength, let a distance to the fire target determine if the attacker has to reduce his gunnery (half of the CD's or anything), let your character double a defensive power if he's taking cover etc. Another way of modifying might be the adding/subtracting of CD's, maybe when doing combined attacks etc. You get the idea - let your imagination flow :) Critical hit/miss If your CD roll delivers only "Hits", this might be declared as critical hit, which can lead to any consequences you like - target destroyed, secret roll revealed, extra attack etc. If your CD roll delivers more "Oops" than "Hits", this might be declared as critical miss, which can lead to any consequences you like - weapon jam / out of ammo, self-inflicted wound, loss of all further action points this round etc. RPG with CD's We even play some RPG's with CD's - it's easy. Just let the character traits determine the number of CD's to be rolled, and give the challenges/obstacles a certain power that a) has to be reached with hits, or b) determines the number of CD's that can be rolled against the player's roll. Designer's note CD's are not our invention. Lots of games use some kind of CD's (for just one example see Universal Game Systems / Rules of War). But since we made our own cool-looking set of CD's,

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we discovered that lots of games easily can be adapted to them, which often spices up even long-sellers. We learned that a lot of "realism" can be added with CD's without the usual disadvantage of getting the gameplay too complicated. The advantage for game designing is the fact, that the designer only has to deal about the different character traits and their balance - and even the level of detail can be varied very easily. The advantage for the gamers is the simplicity of use and result. If you have any comments/critic/suggestions/ideas, we're eager to hear from you at [email protected].

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COMBAT DICE INTRODUCTION Get ready to throw lots of dice around. The game simulates two opposing fantasy warriors locked in deadly combat.

EQUIPMENT Lots of Dice of different colors. Some way to keep track of Hit Points.

TURN SEQUENCE Combat Phase Initiative Phase Maneuver Phase Attack Phase Damage Phase

COMBAT ROLL PHASE Both players roll their combat dice into separate boxes. This is known as the combat roll. Add up scores as described in the example.

INITIATIVE PHASE The player with the highest Initiative score attacks first. If initiative scores are tied, the attacks are simultaneous.

MANEUVER PHASE If the winner of the initiative phase also has a higher maneuver score, than that player may rethrow his dice. The new scores will only affect the attack & damage phases.

ATTACK PHASE Conduct Compare If your If your

this phase in order of initiative. your Attack score to your opponents Dodge score. Attack score is higher you have 'hit' your opponent. Attack score is equal or lower, your attack misses.

DAMAGE PHASE Conduct this phase in order of initiative. You can only do damage if you hit your opponent in Attack phase. Compare your Damage score to your opponents Armor score. If your Damage score is equal or lower, your attack does no damage. If your Damage score is higher you have 'damaged' your opponent. Your attack does damage equal to the difference. Damage is subtracted from your opponents Hit point total.

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A combatant reduced to 0 Hit points is unconscious. A combatant reduced to -2 Hit points is dead.

BASIC COMBATANTS The basic combatant uses 6 Basic Combat Dice and has 10 Hit points. A combatant starts the combat with 3 items from the equipment list below. Weapon, Shield, Armor, Bow & Arrows, Spell Charm The basic combatant is a warrior with sword, medium shield, and light armor. A spell charm contains one spell.

BASIC COMBAT DICE The basic combat die is the common six sider. Roll Score 1 Attack 2 Dodge 3 Damage 4 Armor 5 Initiative 6 Maneuver

SAMPLE COMBAT TURN A warrior rolls 6 basic combat dice. He rolls: 2, 3, 1, 3, 5, 3 His scores: Attack = 1; Dodge = 1; Damage = 3; Armor = 0; Initiative = 1; Maneuver = 0 His opponent, the myrmidon, also rolls 6 basic combat dice. He rolls: 6, 4, 1, 4, 5, 3 His scores: Attack = 1; Dodge = 0; Damage = 1; Armor = 2; Initiative = 1; Maneuver = 1 They tie in initiative, so attacks are simultaneous. The myrmidon attacks but the warrior dodges. The warrior hits. The myrmidon fails to dodge. The warrior does 3 damage, but the myrmidons armor blocks 2 damage. The myrmidon loses 1 hit point.

ADVANCED RULES DAMAGE DICE Along with the basic dice roll two more six-sided dice of a different color. If the fighter inflicts no damage than ignore the damage dice. Add the two dice to see what additional affects are incurred by the damage. 2D6 Result 2 Bleeding 3 Hurt Arm 4 Double Critical 5 Disarm 6 Stunned 7 No effect 8 Stunned 9 Knockdown 10 Break Armor 11 Hurt Leg 12 Blinded Stunned- Opponent uses 1 less basic combat die next turn. Disarm- Opponents attack and damage scores are at -2 until the player rolls a maneuver score = 2+ to retrieve the weapon. Knockdown- Opponents attack and damage scores are -1 until player rolls a maneuver score = 2+ to get back up.

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Hurt Arm- Opponents attack and damage scores are -1 permanently. Hurt Leg- Opponents dodge and maneuver scores are -2 permanently. Double Critical- Roll twice more on this table. Break Armor- Opponents armor score is -1 permanently. Bleeding- Opponent suffers 1 additional hit in Damage phase for 1D6 more turns. Blinded- Opponent uses 3 less basic combat dice permanently.

SPECIALTY COMBAT DICE & ADVANCED COMBATANTS More powerful fighters will have 1D6 more hit points and 1D6 specialty dice. Specialty dice are the result of natural ability and years of training. Specialty dice are picked according to character concept. Specialty dice are thrown in addition to the basic dice during the combat roll. Specialty must be colored different from the basic dice, the damage dice, and each other. Below are examples of specialty dice.

STRENGTH D6 1 2-6

Score Damage None

ARMOR D6 1 2-6

Score Armor None

PROWESS D6 1 2-6

Score Attack None

EVASION D6 1 2-6

Score Dodge None

MANEUVER D6 1 2-6

Score Maneuver None

INITIATIVE D6 1 2-6

Score Initiative None

WEAPONS & ARMOR MODIFIERS These modifiers affect the scores of the combat roll.

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Unarmed: Damage -2, Attack -2 Sword: Standard Short Sword: Damage -1, Initiative +1 Large Sword: Damage +1, Initiative -1 Dagger only: Damage -1, Attack -1, Initiative +1 (speed) Thrown Dagger: Damage -1, Attack -1, Initiative +2 (ranged only) Club: Damage -1 Spear: Initiative +1 (reach), Maneuver -1 Trident: Initiative +1 (reach), Maneuver -1 Thrown Spear: Initiative +3 (range), Attack -1 (ranged only) Bow & Arrow: Initiative +4 (ranged only) 2-H Battle Axe: Damage +3, Initiative -1, Dodge -1, Maneuver -1 Flail: Damage +2, Initiative -1, Attack -1 2-H Sword: Damage +2, Initiative -1, Maneuver -1 Net: If opponent is hit, he takes no damage, but he may not hit or dodge this, or next turn. No Armor: Armor -2, Maneuver +1, Initiative +1 2-H Staff: Damage -1, Armor +1 (Parry) Light Armor: Standard Medium Armor: Armor +1, Maneuver -1 Heavy Armor: Armor +2, Maneuver -1, Initiative -1 No Shield: Armor -2, Maneuver +1, Initiative +1 Small Shield: Armor -1, Maneuver +1 Medium Shield: Standard Large Shield: Armor +1, Maneuver -1

SKILLS These are in addition to the specialty dice. Two Weapon Style: Treat one attack roll as a dodge roll, or one dodge roll as an attack roll. Riding Horse: Maneuver +1, Initiative +1. Take 1D3 Damage if you are knocked off. Martial Artist: No penalty for being unarmed Blind Fighting: Immune to Blind damage results Berserker: Dodge -1, Attack +1 Adrenaline Rush: Take 1 Hit point of Damage to roll 1 extra basic combat die.

SPECIAL COMBAT ACTIONS Player must have a maneuver score = 2+ to use one of these. Shield Bash: Treat one Armor roll as an attack roll. Parry: Treat one Attack roll as an armor roll. Pommel Strike: Treat one Damage roll as an attack roll. Retreat: Treat one Attack roll as a dodge roll. Feint: Your Attack score = 0. Gain one extra basic combat die next turn if you are not hit this turn. Sand in the Eyes: Treat two Damage rolls as a Blinded damage result. Blindness lasts 1D3 turns. Grapple: Wrestling maneuver. If attack hits, all of opponents non-maneuver scores are at -1 until the player rolls a maneuver score = 2+ to break free. Both combatants are disarmed.

MAGIC Spellcasters may forgo 1 or more combat dice to gain spells on a 1 to 1 basis. A unit must keep at least 3 combat dice. Additional Spells may be learned instead of Specialty dice. A spell may be used only once per combat. One spell may be cast per turn. Before players make their combat roll, the spellcaster declares which spell he is casting, if any. For a spell to 'hit' an opponent, the attack roll must be greater than the dodge roll.

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SPELL LIST 1. Fireball: Initiative +3, Damage +4, Attack +1 (ranged only) 2. Lightning Bolt: Initiative +4, Damage +6 (ranged only) 3. Paralysis: If opponent is hit, he takes no damage, but he may not hit or dodge this, or next turn. 4. Aid: Caster or target gains 1D6 specialty dice of any 1 type for 1D6 turns. 5. Heal: Caster or target heals 1D6 lost hits 6. Curse: If hit, opponent loses 1D3 basic combat dice for 1D6 turns. 7. Finger of Death: Initiative -2, Damage +9, Attack -1 8. Shocking Grasp: Initiative +2, Damage +2, Attack +1 9. Shield: Armor +2 for 1D6 turns

RANGED COMBAT The first 1D6-2 rounds are ranged combat rounds. Only Ranged spells, Bows, and thrown weapons may be used to attack. Ranged weapons and ranged spells cannot be used during normal melee rounds. If both combatants want to continue ranged combat roll for another 1D6-2 rounds.

GLADIATORS Secutor: Short sword, Medium shield, Light Armor Retiarius: Net, Trident, Dagger, No armor Thracian: Short sword, Small shield, Light armor Murmillo: Large sword, Medium shield, Medium armor Dimachaeri: 2 Short swords, No armor (Has Two-weapon Style skill) Samnites: Short sword, Large shield, Medium Armor

COMPUTER GAME VERSION OF COMBAT DICE Microsoft Visual Basic Programmed by Dragyn Rain Click here to go to the Website

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COMMODORE

INTRODUCTION Card game for 2 players. Simplistic Napoleonic era sea battle simulation. Micro-Deck Concept: Easily made minimalist deck.

CARD SET AVAILABLE Cheers! A Cardset by Janne Thörne: Click here for Cardset

VICTORY Reduce your opponent to zero Morale Points.

MORALE POINTS Each player begins with 7 Morale Points. Use coins, dice, or tokens to keep track of MP’s.

THE DECK Players share a common deck. There are 11 card types. The deck contains a total of 46 cards.

DICE Six sided dice are needed to play

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TOKENS Tokens are needed to keep track of damage. Tokens are placed on the ship card that is damaged.

SETUP Each player is dealt a hand of 7 cards. Roll high to determine who goes first. Players cannot attack on their first turn.

TURN SEQUENCE Players take turns. Each turn has 4 phases: Maneuver Phase Deploy Phase Attack Phase End Phase

MANEUVER PHASE Draw 1 card. If the deck runs out, shuffle the discard and draw from it.

DEPLOY PHASE Put one or more Ship cards into play. Ship cards are placed face up in front of you.

ATTACK PHASE Use Attack cards to cause one or more of your ships to attack. When Attacking, a ship rolls a number of dice equal to its current Strength. Every roll of 1 causes 1 Damage Token to be put on the enemy ship A ship with zero Strength is out of action. (ships weren’t usually sunk, just reduced to drifting hulks) If no enemy ships remain, each successful attack causes your opponent to lose one Morale Point.

END PHASE Max hand size is 7 cards. Discard excess cards.

CURRENT STRENGTH DEFINITION A Ship’s Current Strength = Hull size rating - Number of Damage Tokens on the Ship.

BROADSIDES CARD The Broadsides attack card allows one of your target ships, and One of your opponents target ships to attack each other.

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RAKE THE BOW CARD Rake the Bow allows one of your ships to attack a target Opposing Ship without being fired back upon.

GENERAL MELEE CARD The General Melee card allows all ships in play to attack. In Melee you pick how the ships are paired up. The player with Excess ships may assign them to attack target ships of his choice or Opponents Morale.

BOARDING ACTION CARD For Boarding Action a pair of ships is selected. Both Roll 1D6 (Boarding Rolls) and add their current strength. The higher total wins. Attacker wins ties. The losing ship is captured by your Marines. A Captured ship fights on your side. Grapeshot rule: A player may play (discard) a Broadsides card to 'sweep the decks' and get +1 to his Boarding roll.

OUTMANEUVER CARD Can be used 2 ways: 1. Keep ones Distance: Negate an Attack card just played and draw a card from the deck. 2. Superior Seamanship: Cause opponent to discard 2 random cards in Maneuver Phase.

SPECIAL DAMAGE CARD Target a ship upon which you just inflicted damage. Panic: Enemy ship with Strength = 2 & intact Rigging flees the Battle. Surrender: Capture Enemy ship with Strength = 1. If neither of the above apply roll 1D6: 1-3: Rigging Destroyed: This ship attacks as if it had one less Strength Ship cannot Board, Rake, or make Broadsides, however it may be the target of such. 4: Sniper Kills Captain: The ship attacks as if it had one less Strength. 5: Hot Shot: The Ship becomes engulfed in fire & sinks. 6: Blown Away: The Main Magazine explodes. The Ship sinks. If a ship gets hit with a second (or more) special damage card producing a duplicate result the ship instead gets 1 extra damage token.

RARITIES CARD Can be used in 4 different ways: 1. Repairs: Remove 1 Damage Token from target ship. 2. Fireship: Make a Strength = 6 attack vs target ship. 3. Signal Flags: Discard X cards to draw X+1 cards. 4. Strategist: Look at opponent’s hand & draw one card from the deck.

SUPERIOR ASSETS When played put a special token on a ship you just deployed this turn. This Ship gets Strength +1. This represents one of several possibilities:

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A New Ship, A well drilled Crew, A superb Captain, Carronades, etc. Alternatively, you can use this card to Rally: Gain back one lost Morale point.

CARD LIST Card Name: # Notes: First Class Flagship 2 Hull = 6 Second Class Ship of the Line 4 Hull = 5 Third Class Ship of the Line 6 Hull = 4 Broadsides 8 Rake the Bow 2 General Melee 4 Boarding Action 4 Outmaneuver 4 Special Damage 4 Rarities 4 Superior Assets 4 # = Number of copies of that card in the deck.

OPTIONAL RULES Some additional ship classes: Fourth Class Ship of the Line (Hull = 3) Frigate (Hull = 2) Sloop (Hull = 1)

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COMPANY COMMANDER INTRODUCTION Card & Dice game for 2 players. WWII Simulation of Combat between two infantry companies. One player represents the Americans, the other is the Germans.

VICTORY The first player to destroy or rout 10 enemy squads or units wins. If after 2 turns, you ever have units at a all three fronts and your opponent only has units at one or none, you automatically win.

THE DECKS The game uses 3 decks. Players share a common Tactics Deck. Each player has their own unique Squad Deck.

MARKERS Markers (counters, tokens) required: Casualty Markers Pinned Markers

DICE six sided dice (D6) are needed.

FIELD OF PLAY Each player deploys his units into one of three Fronts: Center, Left Flank, and Right Flank.

UNIT STATS Strength = Each point of Strength represents 1-5 men.

SETUP Determine who goes first randomly.

TURN SEQUENCE Players take turns. Each turn has 6 phases: Deploy Phase Tactics Phase Recon Phase Suppression Phase Assault Phase

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Rally Phase

DEPLOY PHASE Draw 3 cards from your Squad deck. Deploy these units to your Fronts. You may deploy 0-1+ units to each front (center, left & right) Units are deployed Face up. If your Company Commander is in play, you may draw an extra Squad or Tactics card. During this phase you may move non-pinned units from one front to an adjacent front. A unit that is moved cannot attack (or Recon) this turn.

TACTICS PHASE Draw 2 cards from the Tactics deck. Max hand size is 7 cards. Discard excess cards. If the deck runs out, shuffle the discard & draw from it.

RECON PHASE Recon Units may go on a Recon Mission. Missions are into the enemy front directly across from them. Roll 1D6 (Recon Roll): Roll Result: 1-2 Spotted (Make one Suppression Roll against the Recon unit) 3-4 Nothing 5-6 Success On a Success result you may do one of 2 things: 1. Look at your opponents hand 2. All suppression rolls vs the target front this turn are at +1 A unit on a mission cannot attack this turn.

SUPPRESSION PHASE Units with long range attacks are capable of suppression fire. (Artillery, Mortars, Tanks, Heavy Machine Guns on Tripods) Units attack into the enemy front directly across from them. Roll 2D6 (Suppression Roll) for each unit with Suppression Fire. Roll Result: 2-7 Nothing 8-10 One Random Enemy Unit gets a Pinned Marker 11+ One Random Enemy Unit gets a Casualty Marker Units that attack in Suppression Phase cannot attack in Assault Phase. Support cards may be played to give you a number of Suppression rolls. Declare which enemy Front is being targeted when using Support cards. Support cards are discarded when played. A Pinned unit cannot do suppression fire. A unit with casualty markers equal to its Strength is destroyed (remove from play).

ASSAULT PHASE Declare which of your units are attacking (= assaulting). Units attack into the enemy front directly across from them. Defending enemy units get to attack first, then attacking units. Roll XD6 (Fire Roll) for each unit. X = the Strength of the Unit minus the number of casualty markers on it. Roll Result 1-3 Nothing 4-5 One Random Enemy Unit gets a Pinned Marker 6 + One Random Enemy Unit gets a Casualty Marker

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Some Tactics Cards increase/decrease the number of Fire Rolls made. A Pinned unit cannot make Fire rolls. A unit with casualty markers equal to its Strength is destroyed (remove from play).

RALLY PHASE Each unit with Pinned Markers on it may roll 1D6 (Rally Roll) Roll Result: 1-4 Nothing 5-6 Remove one Pinned Marker If a unit has more Casualty & Pinned Markers on it than its base Strength it routs (remove the unit from play). A Leader unit (HQ) that has not moved or attacked this turn may attempt to rally a target pinned unit. (Make a Rally Roll +2) Leader units get +2 to Rally themselves.

ARMORED VEHICLES Armored units get to make an armor save when they are hit. Roll 1D6 (Armor Roll): Roll Result: 1-5 Nothing 6 Ignore a Pinned Result/Treat a Kill Result as a Pinned Result Units with heavier armor get a bonus to this roll. Note: Tanks are immune to damage caused by snipers.

FLANKING If your opponent has no units left on a Front, your units on that front may attack into an adjacent Front with a +1 on all Fire & Supression rolls.

CARD LIST NOTATION U = Units (Squads & Vehicles) UI = Infantry Squad S = Support (Attacks by Artillery & Airplanes) STR = Strength # = Copies of that card in the deck Assault = The unit gets +1 to Fire Rolls when Attacking (Assaulting) Defense = The unit gets an extra 2 Fire Rolls when Defending Anti-Tank = Any damage done by this unit is randomly distributed to Vehicles or artillery units first. Medium Tank = (Armor(Roll +2)+ Suppression + Anti-Tank + Assault) AT Gun = (Suppression + Anti-Tank + Defense + unit cannot Assault)

AMERICAN SQUAD DECK CARD LIST Card Name Company HQ Platoon HQ Rifle Squad Replacement Heavy Rifle Engineering Half Squad Recon Team Browning 30 Browning 50 60mm Mortar 81mm Mortar

Squad Squad Squad Calibre MG Calibre MG

Type U U UI UI UI UI U U U U U U

STR 1 1 2 2 3 2 1 1 1 1 1 1

# 1 3 3 2 1 1 2 2 1 1 1 1

Notes Leader Leader Morale Rolls at -1 Assault Recon Defense Defense & Suppression Suppression Suppression(Roll +1)

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M1A1 Bazooka Team M4A1 Sherman Tank M8 Armored Car

U U U

1 1 1

1 1 1

Anti-Tank Medium Tank Recon(Roll +1) & Armor

GERMAN SQUAD DECK CARD LIST Card Name Company Leader Platoon Leader Jagergruppe Infantry Squad Stosstrup Heavy Squad Pioniere Engineering Squad Half Squad Recon Team Light MG 34 Heavy MG 42 80cm Mortar Pazerschreck Team Panzer IV G Tank Scharfschutze Sniper 7.5cm PaK 40 AT Gun Half Track

Type U U UI UI UI UI U U U U U U U U U

STR 1 1 2 3 2 1 1 1 1 1 1 1 1 1 1

# 1 3 2 1 1 1 2 1 1 1 1 1 1 1 1

Notes Leader Leader Assault Recon Defense Defense & Suppression Suppression (Roll +1) Anti-Tank Medium Tank Suppression AT Gun Armor & Suppression

TACTICS DECK Card Name Smoke Hedgerows Open Field Tree Line Daylight Push Woods Howitzer Battery Artillery Barrage Dive Bomber Strafing Run Air Support Air Superiority Radio Flame Thrower Commando Raid Satchel Charge Enfilade Grenades Entrenched Veteran Unit Green Unit Shaken Professionalism Out of Ammo game Breakdown Reserves Reinforcements Only) Mine field Forward Observer +1 Crossfire Seasoned Commander Rifle Grenades Machine Guns Panzerfausts Air Reconnaissance

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# 2 1 1 1 1 1 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Notes: Negate Suppression Roll Fire rolls vs all Defenders at Front at -1 Defenders get +1 to Fire Rolls Negate target Fire roll vs Defender Defenders at front get +1 to Fire Rolls Fire rolls vs all Defenders at Front at -1 4 Suppression Rolls 4 Suppression Rolls 3 Suppression Rolls 3 Suppression Rolls 3 Suppression Rolls 3 Suppression Rolls (Americans Only) Draw an extra Squad card in Deploy Phase Engineering Squad gets +2 Fire Rolls this turn Recon Squad gets +2 Fire Rolls this turn Unit gets +1 Fire Roll All your units on a Front get +1 to Fire Rolls Infantry Unit gets +1 Fire Roll Fire Rolls vs Defender at -1 Target unit can Move & Assault this turn Target unit can do nothing this turn Negate Morale Roll Make an extra Morale Roll (German only) Target unit can make no suppression Fire for rest of

1 1 1

Target Vehicle cannot Move or Assault for rest of game Draw an extra Squad card in Deploy Phase Draw an extra Squad card in Deploy Phase (Americans

1 1

4 Fire Rolls vs Assaulting Units All suppression rolls vs the target front this turn are

1 1 1 1 1 1

All your units on a Front get +1 to Fire Rolls Draw 2 Tactics cards Infantry squad gets 1 Suppression Roll German Infantry squad gets 1 Suppression Roll German non-tank unit gets Anti-Tank ability this turn Same as successful Recon Mission

Opportunity Fire Unit Separated Fog of War Take Cover Awaiting Orders Formation Disorder Surprise Contact front Ambush Overrun Surrounded Breakthrough Blitzkrieg Concentrate Force Trapped Hilltop Vantage Camouflage Mud Roads Buildings

1 1 1 1 1 1 1

Defender gets +1 Fire Roll Put Pinned marker on Non-HQ unit Target Front cannot be attacked this turn Negate Suppression Roll Target Unit cannot assault Target Front cannot be assaulted this turn Defense&Assault Fire Rolls are simultaneous on target

1 1 1 1 1 1 1 1 1 1 1 1

Defenders at front get +1 to Fire Rolls Fire rolls by all assaulting units at Front at +1 Fire rolls by all assaulting units at Front at +1 Fire rolls by all assaulting units at Front at +1 Fire rolls by all German assaulting units at Front at +1 Fire rolls by all assaulting units at Front at +1 Fire rolls by all assaulting units at Front at +1 Defenders at front get +1 to Fire Rolls Negate Suppression Roll Negate target Move Target Unit can Move & Attack this turn Negate target Fire roll vs Defender

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CONAN INTRODUCTION Create your own tales of Conan the Barbarian and his adventures in Hyboria.

THE DECK All players share a single common deck. The deck contains six suites of cards: Conan cards, Locations, Events, Lesser Foes, Major Foes, & Specials. There are 30+ cards of each suite in the deck.

SETUP Shuffle the deck. Each player is dealt 6 cards. Arm wrestle to determine turn order.

TURN SEQUENCE Players take turns. Each turn has 3 phases: 1. Draw Phase 2. Discard Phase 3. Meld Phase

DRAW PHASE The active player may put the top card of the discard into his hand, or draw the top card of the deck and put that in his hand. After taking a card, the player should have 7 cards in his hand.

DISCARD PHASE The active player must discard a card face up to the discard pile. Maximum hand size is 6 cards. Discard excess cards.

MELD PHASE If a player has a combo, he may show it to the other players and put it in his victory pile. Combos are also called Melds or Hands There are 4 types of combos possible: 1. Three Pairs: Two cards each from three suites. (Worth 1 Victory point) 2. Two Three-of-a-Kinds: Three cards each from two suites. (Worth 2 Victory points) 3. One Six-of-a-kind: Six cards from one suite. (Worth 3 Victory points) 4. Flush: One card from each of the six suites. (Worth 4 Victory points) A Flush is also called a: Straight, Run, Story, Book, Outline. After a playing a meld, a player draws a replacement hand of six cards.

OBJECT The game ends when players have gone through the whole deck.

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When the game ends, the player with the most Victory Points wins.

CONAN CARD LIST Card Name: Conan the Swordsman Conan the Liberator Conan the Rebel Conan the Barbarian Conan the Cimmerian Conan the Freebooter Conan the Wanderer Conan the Adventurer Conan the Buccaneer Conan the Warrior Conan the Usurper Conan the Conqueror Conan the Avenger Conan the Mercenary Conan the Bold Conan the Champion Conan the Defender Conan the Defiant Conan the Destroyer Conan the Fearless Conan the Free Lance Conan the Great Conan the Hero Conan the Indomitable Conan the Invincible Conan the Magnificent Conan the Marauder Conan the Raider Conan the Renegade Conan the Triumphant Conan the Unconquered Conan the Valiant Conan the Valorous Conan the Victorious Conan the Warlord

EVENT CARD LIST Card Name: Captured Imprisoned Enslaved Lost Shipwrecked Treachery Man-Hunt Piracy Lost Treasure Death of a King Rescue Siege War Skirmish Theft Rebellion Intrigue Revenge Defend the Helpless Survival

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Great Journey Murder Caravan Demonic Influences Escape Raids Adventuring Wandering Exploring Feud Arena Quest Sell Sword Evil Magic Monster on the Lose

EXOTIC LOCATION CARD LIST Card Name: Nemedia Cimmeria Aquilonia Baracha Islands Argos & Zingara Iranistan Asgard Zamora Koth Himelian Mountains Hyperborea Corinthia Shem Border Kingdom Stygia Southern Kingdoms Black Kingdoms Khauran Eiglopian Mountains Darfar Brythunia Andarra Ruins of Acheron City of Skulls Accursed Ruins of Larsha Xapur the Fortified Xuchotl Khitai & Kusan Talakma Mountains Nameless Continent Pictland Turan Vanaheim Vendhya

Notes: Kingdom of Scholars & Harsh Laws Gloomy & Somber Land Well settled Farmland & Woods Haven for Pirates Latin, Mediterranean Lands Controlled the Ilbar Mountains Northern Mountains & Tundra Dry & rugged land of Vice Land of active Volcanoes Afghan & Tibetan type peoples Mountainous Land Hilly City States Desert Lands. Semitic Peoples Land of Marshes & Bogs Land of Serpents Kush, Keshan, Punt, Zembabwei Tropical Jungle with many Tribes Hilly land of aboriginal peoples Uninhabited. A few passes Southern Savannah Northern Forests & Plains Mythical Dreamland

Ancient city of the Dragonians City of Jade Oriental Lands Hidden Kingdom of Meru Beyond the Western Ocean Savage Northern Wilderness Mongolian steppes and hills Cold, Swampy Land Indian River Delta

MINOR FOE CARD LIST Card Name: Aquilonian Dragon Elite Troops Aquilonian Black Legion War Host Gunderman Spearmen Bossonian Archers Thandarian Rangers Argossean Seafarers Aesir Fighters

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Notes

The Brotherhood of Pirates Bakalah Slavers Bamula Warchief Black Kingdom Savages Outcasts of the Border Kingdom Cimmerian Raiders Cannibals of Darfar Hyborean Slavers Sons of Yezm Cultists Yezmite Assassins Nemedian Adventurers Shem Nomads Stygian Heavy Infantry Pict Naked Warriors Vanir Barbarians Turanian Horse Archers Kozaki Outlaws Zamoran Fanatics Zingaran Gypsies Predators Reptiles Sea Creatures Temple Guards Brigands Mercenary Troops Royal Guards Rebels & Freedom Fighters City thugs

Wolves, Tigers, Lions, Bears, Panthers Crocodiles, Snakes Sharks, Giant Clams, Octopi

MAJOR FOE CARD LIST Card Name: Snow Apes Yanidar the Ghoul King Akivasha the Vampire Baboon Demon of Set Beast of the Pictlands Black Men Brylukas Chaken Children of Jhil Children of Set The Crawler Land Dragon Ghost Snake Ghouls Golden Serpents Gray Ape Mastodon Ollam-Onga Black Scorpion Servants of Bit-Yakin Giant Slug Giant Spider Strangling Demon Swamp Beast Thog Yakhmar Yothga Jelal Khan Thoth-Amon Yara the Priest Black Ring Black Seers Globe of Yezud

Notes: Simmians of the Hyrkanian Steppes Mind Control Ape/Hound. Flawless Tracker Large Saber Toothed Tiger Magical Talon Clawed Giants Albino Bat demons. Live in Hives Ape-like tracker-assassin Great bat-like buzzard steeds Knowledgeable Snake Men Ferocious Giant Lizard-Snake Scaled, Stupid Lizard-Stegosaurus Giant Venomous Constrictor Nocturnal Humanoid Demons Glowing Hypnotic Eyes Giant Voiceless Man-Eating Ape Wholly Mammoth Demonic Shape-shifter Large and Deadly Ancient evil humanoids Can spit Acid Poisonous. Sticky Web Summoned to Guard or Hunt Hideous, Glowing, and Scaled Huge, Slimy, and Tentacled Remora, White furred Ice Worm Demon Plant from the Planet Yag Depraved Turanian Noble Most Powerful Sorcerer of Hyboria Feared Sorcerer of Shadizar Cult of horrible Wizards Cult of Necromancers Turns into a Giant Spider

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Stygian Wizard Jihiji Witchman

SPECIAL CARD LIST Card Name: Brythunian Slave Woman Free Companies Nestor Taurus of Nemdia Valeria of the Red Brotherhood Blinding Dust Dance of the Changing Serpent Books of Skelos Epemitreus the Sage Fire Dust Zenobia Conn Teeth of Gwahlur Golden Elixir Hand of Nergal Heart of Ahriman Heart of Tammuz Mirror of Thought Pipes of Madness Serpent Ring of Set Star of Korala Tulwar of Amir Khurum Well of Skelos Black Lotus Iron Tower Temple of Mitra Temple of Dagon Ancient Pyramid Tomb Tower of the Elephant Crom Dwarf Fool Jeweled Throne Zarkheba Hermits of Jelai

Notes Mercenaries Gunderman Mercenary The Prince of Thieves Female Pirate Captain From Stygian Tombs Spell: Trade bodies with a Snake Ancient Source of Mystical Lore Gives advice from the Grave Aquilonian Queen of Conan Son of Conan Fabulous Jewels Restores Strength & Vitality Gemstone of Great Power Piece of a Fallen Star Bauble with the Power of Light Can produce magical images Hypnotic psychosis Serpent magic Power of Seduction Weapon of great power Dimensional gate Hallucinatory Drug

God of the Cimmerians Speaks the truth Kingship Poisonous River of Death Oracles

DISCLAIMER Conan is a copyrighted, trademarked property. This is just a fan site.

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CONNEXIONS INTRODUCTION Based on the idea of the Glass Bead Game from the book Magister Ludi by Herman Hesse. For the amusement & edification of one or more participants.

THE PLAYING FIELD & BEADS The Internet itself is the playing field. Individual Web Pages are the "Beads" Internet Links are how the Beads are connected.

RULES Pick randomly 2 Ideas from the Idea List. The goal is to connect these 2 Ideas by a series of linked Web pages. First, find a page that mentions one of these ideas. Next follow a link from that page to another page. (Record the addresses of all connecting pages) Continue linking until you find your way to a page that mentions the other idea that you selected. Note that a page without any links is a dead end. Using a search engine as a connecting 'bead' is not aesthetically pleasing.

IDEA LIST Horses Photosynthesis The French Revolution Germ Theory Occam's Razor The Big Bang Existentialism Pascal's Wager Original Sin Zeno's Paradox Plato's Cave Hume's Fork Tabula Rasa The Categorical Imperative Cogito Ergo Sum Entropy Pythagorean Theorem Egyptology Copernicus Relativity Fuzzy Logic The Prisoner's Dilemna Newton's Laws Quantum Mechanics Phenomenology Eternal Recurrence Utilitarianism Art Nouveau Mendel's Laws Classical Guitar

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Evolution Superego Pavlovian Response The Collective Unconscious Virtual Reality Deconstruction New Age Movement Surrealism Conspicuous Consumption Deficit Spending Homeopathic Medicine Dialectical Materialism Laissez Faire Luddism

LINKS Hipbone Games GBG Links

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CONQUEST OF DEMARA Module for the Warp Empires system Warp Empires system must be used to play this module 2-8 players

You will need: An Action Deck (used by all players) A unit chit pile (used by all players) A Leader chit pile (used by all players) The Demara map 50 control markers for each player Coins or some other marker for revenue

MAP The map consists of one large continent surrounded by sea. The continent is divided into realms, each surrounded by a red border, everything within the border being part of the realm. Each realm is then divided into territories. Realms The Kingdom of Pelidon Baelfonas The Lion Coast The Kingdom of Zarkanul Tam’shara Aevlos The Sword Isles Ebalyn The Empire of Feynal Gronnor Samoroth Ordenheim Pard Kaloidan The Wildlands Eloch Desert The Bone Lands The Plains of Ap Charoth

Territories 9 2 5 4 5 4 3 3 7 4 5 3 2 5 6 4 3 3

There are also a number of sea territories surrounding the map. Each territory has a number of symbols that mean different things Symbol Mountains Tree Wave Asterisk Cactus Weed Skull Dollar Sign

Description Mountain territory Forest territory Coastal territory Ice territory Desert territory Swamp territory Deadlands territory Revenue producing territory

VICTORY Player will win if they have rulership over 8 realms, or all other players have been eliminated.

SET UP Each player rolls a dice, the highest score goes first, then clockwise around the table, picking a territory in one realm to be their starting territory Each player in turn order takes 9 random unit chits and 1 random leader

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chit, and places them in their starting territory. No more than one player may start in a single realm.

ACTION DECK Players share a common action deck.

REVENUE PHASE Revenue points are called Coin Each territory produces 1 Coin for each $ in the territory. If a player has rulership over a realm, ie: controls all the territories in a realm, then each territory produces 1 additional Coin. NOTE: The Bone Lands and the Plains of Ap Charoth do not have a complete red border, and so a player cannot have rulership over these realms.

RECRUIT PHASE A player may choose to draw only two unit chits in order to draw 1 Leader chit. Leader units are Heroes, Sorcerers and Priests. A unit that has a terrain requirement cannot be recruited unless the player recruiting them controls a territory that has the required terrain. They do not have to be recruited into that territory, control is enough. Each territory may produce 1 unit. Magic items can only be attached to their proper leader unit. A leader unit can only have one magic item attatched.

MOVE PHASE Magic items can be swapped between leaders if the occupy the same territory at the beginning of the phase.

BATTLE PHASE Spell cards can be played only if there is a correct spellcasting unit in the stack. If a leader is slain, their magic items are also discarded.

UNITS Special Attributes ATTRIBUTE Cavalry Berserker Missile Undead Raiders Water

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Notes Unit gains +1 force if there is no cavalry units in the opposing stack Unit gains +1 force if they are attacking Unit gains +1 force if they are defending Opposing stack is a –1 for each undead unit, unless they also possess undead units Add 1 Coin to player’s total for each unit killed if a stack containing raiders wins a battle Can only be recruited in coastal territories. Unit can only enter sea or coastal territories.

Transport (x) Flying

Unit can carry (x) other units, moving at it’s own speed. Unit can move over sea territories or territories containing enemy units. Flying units cannot end their move in sea territories. Unit gains +1 force in (n) terrain. (eg: Mountain-home, +1 force in mountain terrain, etc) Can cast arcane spells Can cast divine spells

(n) -home Arcane Spellcaster Divine Spallcaster

Units Unit Common Units Infantry Archers Knights Horse Archers Ships Airships Siege Engines

#

Speed

Force

20 10 10 10 20 5 10

M M F F F F S

2 2 3 2 3 3 4

Keep

20

-

6

10 10 5 5 5

S F M M F

3 3 5 3 2

Mountain-home Flying, Missile

10 10 5 5 5

M M M S M

2 2 3 5 4

Forest-home Forest-home, Missile Forest-home

10 5 5

M M F

3 4 4

Berserkers Ice-home Berserkers

10 5 10

M S F

2 5 2

Swamp-home Swamp-home Swamp-home, Missile

10 5 5 5

S M M M

2 3 4 3

Undead Undead Undead, Cavalry Flying

10 5 5

M M F

3 4 3

Raiders

5 5 10

F S M

3 5 3

Water, Raiders Water Water

Mountain Units Dwarf Veterans Drakes Giants Gnoll Warband Goblin Wolfriders Forest Units Dryads Sylvan Warders Tremen Treants Bjornagar Ice Units Steppe Berserkers Yetis Ulfwerner Swamp Units Nagas Bog Lurker Bullywugs Deadlands Units Skeletons Ghosts Death Knights Demons Desert Units Sendasti Raiders Scorpions Lizard Riders Coastal Units Pirate Ship Kraken Merfolk

Notes

Missile Cavalry Missile, Cavalry Water, Transport (3) Flying, Transport (3) May prevent an enemy keep from adding to a battle, but if it does this, siege engines also do not add to the force total Keeps remain in the territory they are recruited from. No more than 1 keep per territory.

Raiders, Berserkers Cavalry, Raiders

Berserkers

Desert-home, Cavalry

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LEADERS Hero Sorcerer Priest

10 5 5

F F F

6 5 5

Arcane Spellcaster Divine Spellcaster

ACTION DECK Card March Grand March Great March Assassin Killing Blow Thieves Espionage Scouts Run Them Down Storms

# 10 6 3 1 1 1 1 1 1 1

Rockfall

1

Quagmire

1

Ruin Dragon Rage Phalanx Eagle Eye Outflank Terror Ambush Rage Chill of the North Blazing Sun Woodcraft Maelstrom

1 1 1 1 1 1 1 1 1 1 1 1

Favourable currents Mountaineering Marshdwellers Sword of Might Sword of Power Rune Blade Slayer Sword Stone Horse Bow of Gwynnach Axe of Fury Winged Boots Prayer Beads Holy Book Holy Staff

1 1 1 2 1 1 1 1 1 1 1 1 1 1

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Effects Move 1 stack, or 3 units Move 2 stacks, or 6 units Move 3 stacks or 9 units Discard target Leader Battle: Hero Action: Discard target Leader Take target Magic Item and attach to one of your Leaders Look at target player’s hand Look at target stack Battle: Target losing stack loses 1 extra unit Target stack in a coastal or sea territory cannot move on their controller’s next turn. Target stack in a mountain territory loses 1 unit. Does not effect mountain units Target stack in a swamp territory loses 1 unit. Does not effect swamp units Discard target enemy keep Target player must discard 3 units or 1 hero Battle: Your Infantry units gain +1 force Battle: Your Missile units gain +1 force Battle: Your Cavalry units gain +1 force Battle: Your Deadlands units gain +1 force Battle: Your Raiders units gain +1 force Battle: Your Berserker units gain +1 force Battle: Your Ice units gain +1 force Battle: Your Desert units gain +1 force Battle: Your Forest units gain +1 force Target stack in a sea or coastal territory must discard one unit. If this unit is a transport, all transported units are lost as well. Transported units cannot be chosen. Battle: Your Water units gain +1 force Battle: Your Mountain units gain +1 force Battle: Your Swamp units gain +1 force Magic Item: Hero gains +2 force. Cost 3 Magic Item: Hero gains +3 force. Cost 4 Magic Item: Hero gains +4 force. Cost 5 Magic Item: Hero gains +5 force. Cost 6 Magic Item: Hero gains Cavalry. Cost 3 Magic Item: Hero gains Missile. Cost 3 Magic Item: Hero gains Berserker. Cost 3 Magic Item: Leader gains Flying. Cost 4 Magic Item: Priest gains +1 Force. Cost 2 Magic Item: Priest gains +3 force. Cost 4 Magic Item: Priest gains +4 force. Cost 5

Spellbook Staff of Power Windfall Horn of Plenty Shield of Ages Crystal Ball

1 1 1 1 1 1

Earthquake Divination Holy Smite Divine Aura

1 1 1 1

Holy Fire Infuse

1 1

Doom Finger of Death Conflagration Tempest Destruction

1 1 1 1 1

Haste Immobilize

1 1

Good Year

1

Magic Item: Sorcerer gains +1 force. Cost 2 Magic Item: Sorcerer gains +3 force. Cost 4 Gain 15 Coin in the revenue phase Magic Item: Generates 2 Coin in the revenue phase. Cost 4 Magic Item: Lose 1 less stack after a battle. Cost 4 Magic Item: Sorcerer or Priest. May look at an opponent’s hand once per turn. Cost 4 Divine Spell: Battle: Priest’s stack gains +5 force Divine Spell: Look at target stack or opponent’s hand Divine Spell: Battle: Destroy target Undead unit Divine Spell: Battle: Priest’s stack suffers no casualties this battle. Divine Spell: Battle: Priest’s stack gains +4 force Divine Spell: Battle: All other units (except undead) in Priest’s stack gain +1 force. Divine Spell: Battle: Priest’s stack gains +6 force Arcane Spell: Battle: Discard target Leader Arcane Spell: Battle: Sorcerer’s stack gains +7 force Arcane Spell: Battle: Sorcerer’s stack gains +9 Arcane Spell: Destroy target non-leader unit in an adjacent territory Arcane Spell: All units in Sorcerer’s stack become fast Arcane Spell: Battle: Target non-leader unit does not add to the force total this battle All territories you control produce 1 extra Coin this turn

© Jason Newell, 2004

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COSMOSIS

INTRODUCTION Card game for 2+ players.

WINNING Be the first player to score 100 points by making combos.

THE DECK Players share a common deck.

TURN SEQUENCE Each turn is divided into 3 Phases: Search Phase Observation Phase Records Phase

SEARCH PHASE Draw 1 card. If the deck runs out, shuffle the discard & draw from it. Max hand size is 5 cards.

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Discard excess cards.

OBSERVATION PHASE You may make a combo using the cards in your hand. Types of combos are listed below:

COMBOS * = Hard Combo Galaxy Cluster: 3+ Galaxy cards Active Region: 3+ Active Galaxy cards Star Cluster: 3+ Star Cards Solar System: 1 MSS & 2+ Planet Cards Binary System: Binary & 2 Star Cards &/or Dense Body Cards Star Birth: Nebula & 1+ (Non-old) Star cards Accretion Disk: Nebula & MSS & 1+ Planet cards *Small Star Death: MSS + Red Giant + Nova + White Dwarf *Large Star Death: Red Super Giant + Super Nova + Neutron Star + Pulsar *Large Star Collapse: Red Super Giant + Super Nova + Black Hole

RECORDS PHASE You score points if you made a combo. Points scored is related to the number of cards in the combo. Hard combos count as if they had an additional card present. Discard combo after it is scored.

SCORING TABLE # of Cards in Combo 3 4 5

Points Scored 9 16 25

CARD LIST NOTATION A G S M P X #

= = = = = = =

Active Galaxy Galaxy Stellar Object Main Sequence Star (MSS) Planet Special Number of copies of that card in the deck

CARD LIST Card Name: Quasar Seyfert Blazar Super Massive Black Hole Spiral Galaxy Elliptical Galaxy Barred Spiral Galaxy Red Giant Nova White Dwarf

Type A A A A G G G S S S

# 2 2 2 2 2 2 2 2 2 2

Notes:

Star Explosion Old Star

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Red Super Giant Super Nova Neutron Star Pulsar Black Hole Blue Star White Star Yellow Star Nebula Cepheid Variable Binary Gas Giants Planets Asteroids Moons Red Shift Gravitational Lens

S S S S S M M M S S S P P P P X X

2 2 2 2 2 2 2 2 4 2 2 2 2 2 2 1 1

Star Explosion Old Star Dense Dense Star Star Star Gas Cloud Star System

Look at next 7 cards in deck Draw 2 cards

LINKS http://hyperphysics.phy-astr.gsu.edu/hbase/hframe.html

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CRACK OF DOOM

INTRODUCTION Board Game for 2 or more players. Lord of the Rings Theme. Each player is their own “Fellowship”.

VICTORY Players race to see who is the first to destroy the One Ring.

DISCLAIMER Lord of the Rings is a licensed, copyrighted, trademarked property. This is merely a fan site.

THE BOARD The board is a trail 72 spaces long. Space #1 (the starting space) is the Shire Space #10 is the Haven Rivendel. Spaces #15-25 is Moria (Evil Lands) Space #30 is the Haven Lorien Space #40 is the Haven Rohan Space #50 is the Haven Minas Tirith Spaces #60-71 is Mordor (Evil Lands) Space #72 (the finish space) is Mount Doom

PIECES Each player has a Fellowship Pawn of a different color. Six sided dice are needed to play.

THE DECK Players share a common deck. The Deck has 5 types of cards: Foes, Hardships, Aids, Modifiers, and Special cards.

MARKERS Defeat markers and Corruption markers are needed.

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SETUP Fellowship Pawns are placed on the Shire. Roll high on 1D6 to determine turn order.

TURN SEQUENCE Players take turns. On your turn draw two cards from the deck, and put them in your hand. If the deck runs out, shuffle the discard and draw again. Max hand size is 9 cards. Discard excess cards.

MOVEMENT On your turn roll one die and move your pawn that number of spaces forward on the track. Subtract one from the movement die roll for every Defeat marker you have. Instead of rolling, you may rest and remove one Defeat Marker.

HAVENS Havens cannot be bypassed: Always stop when reaching one. When on a Haven remove all Defeat markers and one corruption marker. When on a Haven you may discard any number of cards and fill your hand to nine cards.

ENCOUNTERS If you move into a non-occupied, non-haven space, any opponent may play a Foe or Hardship card.

RESOLVING FOE ENCOUNTERS Roll 1D6. This is the Battle Roll. Discard Aid cards to increase the Battle Roll result. Subtract one from the Battle Roll result for every Defeat marker you have. If the Battle Roll result is equal to or higher than the Foe Strength, the Fellowship escapes (is victorious). If the Battle Roll result is lower than the Foe Strength, the Fellowship is defeated. If defeated, the Fellowship gains one Defeat marker and misses its next turn.

USING THE RING In a Foe encounter you may use the power of the ring to help you win. Add 2 to your Battle Roll result and gain one corruption marker.

RESOLVING HARDSHIPS Roll 1D6. This is the Hardship Roll. Discard Hardship Aid cards to increase the Hardship Roll result. Subtract one from the Hardship Roll result for every Defeat marker you have. If the Hardship Roll result is equal to or higher than the Hardship Strength, the Fellowship survives. If the Hardship Roll result is lower than the Hardship Strength, the Fellowship turns back. If turned back, the Fellowship moves back 1D6 spaces, and misses its next turn.

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ENDGAME When you arrive on Mount Doom Roll 3D6. Subtract the number If the modified Roll total is doom and win the game. If you

make a Corruption Roll: of corruption markers you have from the roll. 12 or more you throw the one ring into the crack of fail try again next turn.

CARD LIST TYPE NOTATION # = Str F = H = A = M = X =

Number of that card in the deck = Strength Foe Hardship Aid Modifier card Special card

CARD LIST Card Name: Black Riders Barrow Wights Old Man Willow Trolls Band of Orcs Watcher in the Water Mithril Coat Elven Cloaks Sting Protection of Elrond Shadowfax Escape over Bridge Glamdring Anduril Poisoned Arrow Boromir Legolas Aragorn Gandalf the Grey Gandalf the White Balrog The Doors of Durin Lost Gimli Bow of Galadhrim Woses Wormtongue Helms Deep Saruman Smaug Eowyn Eomer Aid of King Theoden Tom Bombadil Lord of the Eagles Treebeard Waybread Faramir Protection of Gladriel Riders of the Mark Treachery of Gollum Smeagol Gollum Pipe Weed

# 1 1 1 1 5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Type F F F F F F A A A A A A A A M A A A A A F X X A A A X X F F A A A A A A X A A A F X X

Str 6 5 5 5 3 5 +1 +1 +1 +3 +1 +1 +1 +1 +2 +2 +2 +2 +3 +4 7 +2 +1 +1 7 7 +1 +2 +1 +2 +2 +2 +1 +3 +1 4 -

Notes: Nazgul Not in Evil Lands Moria only Sword of Frodo Not in Evil Lands Steed of Gandalf Sword of Gandalf Sword of Aragorn Attach to Orc card

Before Lorien After Lorien Moria only Opponent in Moria must miss one turn Opponent in Evil lands must miss one turn Bow of Legolas Not in Evil Lands Opponent in Rohan must miss one turn Opponent in Rohan must miss one turn Not in Evil Lands Not in Evil Lands +2 vs Nazgul; After Lorien After Lorien After Lorien Not in Evil Lands Not in Moria Not in Evil Lands Move again this turn Not in Evil Lands Get +2 to Corruption or Hardship Roll Opponent cannot move this turn

581

Palantir Phial of Galadrial Shelob Madness of Denethor turn Siege of Gondor turn Ring Wraiths Uruk Hai Olog-Hai Wargs Wastes Icy Wastes Volcanic Wastes Fair Travels Courage Hide Disgiuse Frodo Samwise Merry Pippin Power of the Ring Strife turn The Lidless Eye Witch King of Morgul

1 1 1 1

X A F X

+1 6 -

Look at opponents hand After Lorien Mordor only Opponent in Minas Tirith must miss one

1

X

-

Opponent in Minas Tirith must miss one

1 1 1 1 6 4 2 2 4 1 1 1 1 1 1 1 1

F F F F H H H X A A A A A A A X X

6 4 5 4 3 4 5 +1 +1 +1 +2 +2 +1 +1 -

Nazgul Black Orcs Black Trolls Not in Moria

Opponent gains one Corruption Marker Opponent with 2+ Corruption misses one

1

M 1

+1 F

Attach to any Foe 7 Nazgul

LINKS LOTR Fanatics Site

CRACK OF DOOM FORUM Click Here

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Not in Moria Mordor only Move again this turn (not in evil lands) Foes & Hardships

CRIMSON SKY PRIVATEERS

INTRODUCTION Card game for 2+ players. Each player controls a squadron of Privateers. Lead your pilots on missions vs pirate gangs, enemy militias, and commercial zeppelins.

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DISCLAIMER Crimson Skies is a trademarked, copyrighted, licensed property. This is merely a fan site.

BACKGROUND Check out the official Crimson Skies website.

VICTORY The player with the most VP (Victory Points) at the end of the game wins. The game ends when a player goes to draw a card and there are no cards left in the deck. VP are gained by completing missions.

THE DECK Players share a common deck. The deck contains 6 types of cards: H = Pilots P = Planes W = Weapons M = Maneuvers D = Damage V = Missions

DICE & COUNTERS Six sided dice are needed. Use counters to mark damage.

SETUP Each player is dealt 7 cards. Roll high on 1D6 to see who goes first.

TURN SEQUENCE Players take turns. Each turn has 6 phases: Luck Phase Recruit Phase Mission Phase Defender Phase Action Phase End Phase

LUCK PHASE Draw 2 cards from the deck. Max hand size is 10 cards. Discard excess cards.

RECRUIT PHASE 584

You may put a plane card with an attached pilot card into play.

MISSION PHASE You may play a Mission card. Also indicate which of your Pilots are going on the mission. A maximum of 4 pilots may go on a mission.

DEFENDER PHASE Your opponent may play from his hand: plane cards and pilot cards. Your opponent may not play more pilot than plane cards. These cards are ‘defending’ the Mission.

ACTION PHASE This phase is divided into a series of rounds. The current player goes first, followed by the defenders. The phase ends when one side is destroyed or the active player retreats. Each pilot, plane, and Mission card has a Force value. On your round roll a number of six sided dice equal to the total Force of your participating cards. On your round, you may play (discard) one Maneuver or Weapon card to gain additional Force. Your opponent may play certain Maneuver cards to decrease your force total. Every time you roll a “1” your opponent takes one point of damage. The opponent distributes the damage. Planes and Mission cards each have a number of hits. Mission cards have Hits equal to their Force. Each point of damage on a Mission card reduces its Force by 1. A plane reduced to zero hits is destroyed and discarded. Pilots go down with their planes. A mission card reduced to zero is “Captured” and the turn ends. You may play a damage card from your hand onto a plane card that has just received damage.

END PHASE If the active player won in action phase (destroyed all defenders) he gets to put the Mission card into his Victory pile. A Mission is worth VP equal to its Force. If the active player retreated or was wiped out, discard the Mission card.

COMMON DECK CARD LIST Card Name: Air Pilot Veteran Pilot Ace Pilot Hairy Engagement Surprise Attack Careful Planning Scout only Loop Roll Defensive Circle Formation Flying Stunt Flying Evasive Tactics

Type H H H M M M M

Force 1 2 3 6 7 5

M M M M M M

-3 –2 –5 –4 -5 –4

Notes: (6 in Deck) Opponents Force Total -1(5 in Deck) Opponents Force Total -2(4 in Deck) Active Player may not retreat this round Active player 1st Round only Active player 1st Round only Look at opponents hand. Active player 1st Round

Use with non-Heavy Fighter Type Plane

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Dive Out of the Sun M Withering Fire W Agility M Rapid Climb M Out Distance M Hide in the Clouds M Stall M Out Maneuver M Conserve Fuel M Leave Behind M Out Range M Intercept M Strafing Run M .30 Caliber MG W .40 Caliber MG W .50 Caliber MG W .60 Caliber MG W .70 Caliber Cannon W Turret Fire W AP Rounds W Magnesium Rounds W Aerial Torpedo W Armor Piercing Rocket W Beeper & Seeker W Bomb W Drill Rocket W Flak Rocket W HE Rocket W Flare Rocket W Sonic Rocket W Weapon Turrets W Limp Home D Parachute D Armor D Stunned D Hit Gas Tanks D Hit Cockpit D Bullet Proof D The Black Swans V Grain Zeppelin V Militia Zeppelin V Zeppelin Convoy V Armored Zeppelin V Freighter Zeppelin V The Fortune Hunters V The Medusas V Redmann’s Gang V Red Skull Legion V Broadway Bombers V Winged Knights V The Dusters V Metro Marauders V Starfire Squadron V Blake Aviation Security

4 6 -4 -4 -4 -4 -4 -4 -4 -4 -4 4 5 1 2 3 4 5 4 2 2 5 2 5 3 3 1 4 3 9 3 6 5 7 4 12 8 10 11 10 12 8 9 9 V

Use with Plane with Good Firepower Use with Plane with Good Turning Ability Use with Plane with Good Acceleration Use with Plane with Good Speed Use with Plane with Good Range Use on Plane with Tendency to Stall Use on Plane with Poor Turning Ability Use on Plane with Poor Range Use on Plane with Poor Acceleration Use on Plane with Poor Speed Use with non-Heavy Fighter Type Plane Heavy Fighter vs Zeppelin Use with Plane with .30 MG or better Use with Plane with .40 MG or better Use with Plane with .50 MG or better Use with Plane with .60 MG or better Use with Plane with .70 MG Use with Plane with Turrets

Force = 6 if used with Bomber

Opponents Force Total –3 next turn Opponents Force Total –3 next turn Use with Zeppelin only Plane is removed from Action but is not discarded Put Pilot of destroyed plane back in your hand Negate one point of damage Pilot Force = 0 for next 2 rounds Target Plane destroyed Target Plane destroyed Negate one point of damage vs Zeppelin Pirate Gang Zeppelin Zeppelin Zeppelin Zeppelin Zeppelin Pirate Gang Pirate Gang Pirate Gang Pirate Gang Militia (Empire State) Militia (Confederation of Dixie) Militia (Peoples Collective) Militia (Nation of Hollywood) Militia (Navajo Nation) 11 Militia (Mercenary)

CARD LIST - PLANES Name: F6II Brigand P2 Warhawk E-1C Avenger S2B Kestrel J2 Fury Coyote

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Type H B FI H FI H

Force 2 2 2 2 2 2

Hits 3 3 2 3 2 3

FP G.5 G.6 A.6 G.6 A.7 A.7

Turn Gt A P P G* A

S/A A/P A/A A/A G/A G/A A/A

Range P G G G A A

Manufacturer (Fairchild) (Curtiss-Wright) (Grumman) (McDonnell) (Curtiss-Wright) (Ravenscroft)

M210 Raven H 2 3 G.5 G A/A Douglas) Peacemaker 370 F 2 4 G.6 At A/A PR-1 Defender FI 1 1 A.5 G P/P P21 Devastator FB 2 3 G.4 G P/A FB14 Vampire B 2 4 G.7 P P/P Hoplite F 1 1 A.3 G P/P Valiant MkII F 2 2 A.3 G A/A Bloodhawk F 2 2 G.4 G* G/G Firebrand H 2 3 G.7 P P/P Balmoral 140 B 2 3 G.7 Pt P/P Hellhound F 2 2 A.4 Gt G/A H = Heavy Fighter F = Fighter FI = Fighter Interceptor B = Bomber FP =Firepower (The number is the largest size MG Caliber the * = Tendency to Stall t = Plane has 1 or more Turrets or rear facing guns Turn = Turning Ability S/A = Speed (Engine Power)/ Acceleration G = Good A = Average P = Poor Note: Plane cards are part of the Common Deck

A

(Whittly &

A P A G P P A G G A

(William and Colt) (Marquette) (Hughes Aviation) (Sanderson) (Ford) (Bell) (Hughes Aviation) (Hughes-Lockheed) (Bristol) (Focke-Wulf)

plane has)

LINKS Return to Warpspawn Mainpage

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CRO MAGNON INTRODUCTION Each player controls a tribe of Paleolithic Homo sapiens.

THE MAP Use an Ice Age Map of Europe divided up into 30+ irregular territory spaces.

VICTORY The first player to advance to the Neolithic age and control the most Territories (51+%) on the map is the winner.

NEOLITHIC AGE There are 11 different categories of Advances. Consult the Advances Table. Tribes start out at the Paleolithic level of Culture & Technology. As they gain advances they develop a (transitional) Mesolithic culture. A Tribe is considered to have advanced to the Neolithic Age when it has 3 or more advances in each of the 11 categories. Make sure to write down every Advance your Tribe gets.

ADVANCES TABLE 1D12 1 2 3 4 5 6 7 8 9 10 11 12

Advance: Tools Hunting Fishing Health Clothing Fire Gathering Religion Shelter Prey Art Reroll

Notes: Materials, Function Tools, Techniques Tools, Techniques Medicine, Fertility Materials, Tools, Techniques Functions, Tools Foods & Tools Rituals, Beliefs Dwellings Hunted Species Symbolism, Expression

BANDS Population counters (or tokens) are referred to as bands. A band is a group of families (usually no more than 100 people). All bands of a player are referred to as his tribe. Because Bands are so small there is no stacking limit.

SETUP Roll high on 1D12 to see who goes first. Each player places 12 Bands in any one territory of their choice. A Player must pick a territory at least 2 spaces away from another player.

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TURN SEQUENCE Each turn has 7 Phases: Growth Phase Migration Phase Advance Phase Trade Phase Progress Phase Event Phase Interaction Phase

GROWTH PHASE Each territory you occupy gains 1 Band.

MIGRATION PHASE Each of your bands may migrate into an adjacent Territory.

ADVANCE PHASE Draw two cards from the deck.

TRADE PHASE If your tribe is adjacent to another tribe, the players may trade Advance cards or Advances with each other.

PROGRESS PHASE Discard any one Advance card to gain that advance. Record all your advances on paper.

EVENT PHASE Roll once on the Event Table: In the Event of a disaster roll 1D12 The indicated categories. A positive If the event is an Advance type roll have in the indicated categories. If card.

and subtract the number of Advances you have in result is the number of your Bands that are lost. 1D12 and subtract the number of Advances you the result is negative you may draw an Advance

EVENT TABLE 1D12 1 2 3 4 5 6 7-12

Event: Extinction Ice Age Epidemic Famine Goods Ideas None

Notes: Disaster: Gathering & Prey Disaster: Shelter & Fire Disaster: Health Disaster: Fishing & Hunting Advance: Tools & Clothing Advance: Religion & Art

INTERACTION PHASE 589

If a territory contains bands from two different tribes, they will interact. Roll on the interaction Table: If a side loses more Bands than it has in the space, take casualties from adjacent territories. The player with the most Bands in a Territory is considered to be the controller of the territory.

INTERACTION TABLE 1D6 1 2 3 4 5 6

Interaction: Trade Skirmishing Warfare Disease Sharing Intermix

Notes: Each Tribe gains one advance the other tribe knows. Each side loses 1 Band Each side loses 1D6 Bands One Random side loses 1D6 Bands One Random side gains one advance the other tribe knows. 1D6 Bands from one random side joins the other tribe.

ADVANCES CARD LIST Card Name: Healing Herbs Primitive Surgery Midwives Wound Dressings Set Broken Bones Medicine Man Medicinal Plants Domesticate Wolves Bow & Arrows Spear & Arrow Tips Cooperative Hunting Atlatl Throwing Spears Animal Traps Horse Hunting Mammoth Hunting Bison Hunting Bear Hunting Reindeer Hunting Giant Sloth Hunting Bird Hunting Small Game Hunting Wooden Hafts & Handles Pitch, Tar & Bitumen Chisels & Awls Borers & Drills Stone Knives & Blades Stone Axes & Adzes Stone Saws & Microliths Mortars & Pestles Oil Lamps Fire Making Smoked Meats Warm Hearth Flint & Iron Pyrite Sewing & Tailoring Furs & Skins Leather Curing Animal Hides Bone Needles & Sinew Thread Gather Seeds & Roots Gather Vegetables Gather Fruits & Nuts Gather Shellfish Basket Weaving

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Advance: Health +1 Health +1 Health +1 Health +1 Health +1 Health +1 Health +1 Hunting +1 Hunting +1 Hunting +1 Hunting +1 Hunting +1 Hunting +1 Prey +1 Prey +1 Prey +1 Prey +1 Prey +1 Prey +1 Prey +1 Prey +1 Tools +1 Tools +1 Tools +1 Tools +1 Tools +1 Tools +1 Tools +1 Tools +1 Fire +1 Fire +1 Fire +1 Fire +1 Fire +1 Clothing +1 Clothing +1 Clothing +1 Clothing +1 Clothing +1 Gathering +1 Gathering +1 Gathering +1 Gathering +1 Gathering +1

Mattocks & Sickles Cave Dwellings Animal Skin Tents Thatch Huts Semi-subterranean Houses Windbreak Shelters Domed Mud-Brick Huts Shamanism Hunting Rituals Burial Ceremonies Fertility Cult Sympathetic Magic Lunar Calendar Masks & Jewelry Music & Dance Cave Painting Pictograms Carved Figures Barbed Bone Harpoons Fishing Nets Dugout Canoes Coiled Reed Boats Fish Hooks Fish Traps

Gathering +1 Shelter +1 Shelter +1 Shelter +1 Shelter +1 Shelter +1 Shelter +1 Religion +1 Religion +1 Religion +1 Religion +1 Religion +1 Religion +1 Art +1 Art +1 Art +1 Art +1 Art +1 Fishing +1 Fishing +1 Fishing +1 Fishing +1 Fishing +1 Fishing +1

CARDS, COUNTERS & MAP Thank you Terry Graham for this fine set: Download

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CROSS & CROWN INTRODUCTION Abstract Strategy. 2-4 players. Players are Royal Dukes using political, religious and military influence to gain the most economic control of a disputed region.

SET UP Each player gets a set of counters placed in an opaque cup. Flip coins to determine turn order.

END OF GAME The game ends when there are no empty spaces left on the board.

VICTORY The player with the most Victory Points (VP) wins. VP are determined at the end of the game. Each settlement has a VP award for control of it. Gain 1 VP for every direct connection between 2 settlements that is composed of a trail of just your counters. Gain 1 VP for controlling the most settlements of one type. (Award for each type)

THE BOARD Use a 10 x 10 Hex map. 20 of the 100 spaces are Settlements. Draw settlements onto the board. Try to arrange it that settlements are not adjacent to each other or the side of the map. (Some of this is ok) Other spaces without settlements are considered to be empty spaces. If you wish, some spaces may be Mountains where counters cannot be placed. There are 5 types of settlements as listed in the Settlement table.

SETTLEMENT TABLE Type Number VP Village 6 1 Town 5 2 Castle 4 3 Mine 3 4 City 2 5 Number = Number of this type of settlement on the board VP = Victory points awarded for controlling this settlement.

COUNTERS Each player has a set of counters of a unique color. A Counter set contains: 6 Monks numbered 1-6 (Religious Influence) 6 Squires numbered 1-6 (Military Influence) 6 Heralds numbered 1-6 (Political Influence)

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6 6 6 3 3 3

Priests numbered 7-12 (Religious Influence) Knights numbered 7-12 (Military Influence) Counts numbered 7-12 (Political Influence) Bishops numbered 13-15 (Religious & Political Influence) Templars numbered 13-15 (Military & Religious Influence) Barons numbered 13-15 (Political & Military Influence)

TURN SEQUENCE Players take turns. On your turn draw 2 random counters from your counter cup. Place one counter (from your pile of drawn counters) onto any empty square on the board. Counters may not be placed onto settlements or on top of other counters. Max hand size is 7 counters. Put excess counters back into your cup.

CONTROL OF SETTLEMENTS Determine control at the end of the game. The player having the most counters of one type surrounding a settlement controls it. For example: Player 1 has 3 Religious counters surrounding a village & no one else has 3+ counters of any one type. If players have an equal number of counters of different types then use the Superiority Analog: Military defeats Religious, Religious defeats Political, Political defeats Military. For Example: Player 1 has 2 Military counters & Player 2 has 2 Political counters. Player 2 gains control. If players have an equal number of counters of the same type, then the side with the higher number total wins. For Example: Player 1 has 3 Military counters with a combined total value of 18. Player 2 has 3 Military counters with a combined total value of 15. Player 1 gains control. In more complex situations the settlement remains contested and no one gains control. Note that if a counter is adjacent to 2 settlements it influences both of them.

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CRUSADES INTRODUCTION Players lead rival bands of Crusaders in their efforts to conquer Palestine 1096-1271.

CHRISTENDOM Players units never attack each others units or settlements. They can only attack Turkish troops and Turkish controlled settlements. The Turks are not controlled by any player. Crusader nationalities include: German, French, English, Byzantine.

VICTORY Be the player with the most Victory Points (VP) at the end of Turn 15. VP’s are obtained by controlling settlements.

THE MAP Use a hex map or a map with irregular spaces. When making a map incorporate the 4 terrain types. Include 30+ settlements. Along the western and northern borders of the Holy Land several desert spaces should be denoted as Invasion Points. The western invasion points border the Mediterranean Sea. Invasions by this route required costly passage on the ships of the Italian Maritime Republics.

TERRAIN There are 4 types of terrain Type: Notes: 1. Sea Impassable 2. Desert --3. Mountains Impassable 4. Settlements 3 types

SETTLEMENT TABLE There are 3 types of Settlements: Type: VP Defense Troops Loot Supply Garrison 1. Village 1 0 1D6 1D6x25 3 1 2. Town 2 1 2D6 2D6x25 6 2 3. City 3 2 3D6 3D6x25 9 3 VP = Victory Points the player gets for controlling the settlement. Troops = Number of Arab troops initially defending the settlement. Supply = If controlled, the number of baggage the settlement provides per round. Loot = Amount of Baggage received the first time the settlement is captured. Defense = Modifies siege rolls.

COUNTERS Military units are represented by counters. Each player gets a set of counters of a unique color.

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European Unit types include: Leaders (Kings & Nobles), Knights, Bowmen (Includes Bows & Crossbows), Heavy Infantry, Siege Engines. Also required is a common set of Turkish counters: Horse Archers (Includes Nomads & Camels), Cataphracts (Heavy Cavalry), Spearmen, Archers. Counters are also needed include: Starvation Counters, Sapping Counters

UNIT STATS Type: MP Attack Leaders 4 (+1) Knights 4 +3 Bowmen 3 +1 Heavy Infantry 2 +2 Siege Engines 1 -Horse Archers 5 -Cataphracts 4 +3 Archers 3 -Spearmen 2 +2 MP = Move Points Attack = Attack Roll Modifier

Notes +3 In open Battle Phase +1 In Bombardment Phase +3 In Bombardment Phase +3 In open Battle Phase +1 In open Battle Phase

DICE Six sided dice are required.

RECORD KEEPING Players record their baggage with pen and paper.

THE DECK Players share a common deck.

SETUP Each player starts with: 2D6 Leaders 3D6 Knights 4D6 Bowmen 6D6 Heavy Infantry 2D6 Siege Engines 2D6 x 50 Baggage Players determine turn order by rolling high on 1D6. Reroll ties. Shuffle the deck. All settlements start out as Hostile and Unexplored. (Hostile = Turkish-occupied Settlement) (Unexplored = Have yet to be the subject of a scouting expedition) In order each player places his army on one of the invasion points.

STACKING Any number of units may occupy a single space.

TURN SEQUENCE 595

Each turn has 13 Phases: 1. Fate Phase 2. Supply Phase 3. Upkeep Phase 4. Movement Phase 5. Open Battle Phase 6. Bombardment Phase 7. Sapping Phase 8. Assault Phase 9. Breach Phase 10. Pillage Phase 11. Starvation Phase 12. Revolt Phase 13. End Phase

FATE PHASE Each player draws 1 card from the deck. Place the card in your hand. If the deck runs out, shuffle the discard and draw from it.

SUPPLY PHASE Players gain Baggage from settlements they control equal to the settlements supply value.

UPKEEP PHASE All of units consume 1 Baggage each. Leaders and Knights receive their baggage before other unit types. Units in settlements they control receive their baggage before other units. For each unit that does not recieve baggage roll 1D6 (Desertion Roll): 1-5 = no effect. 6 = a unit disbands. Remove units in the desert first.

MOVEMENT PHASE Players take turns moving their units. Each player gets one turn to move some, all, or none of his units. Determine turn order by rolling high on 1D6. Your units may move a number of spaces up to their MP (Movement Point) rating. Units must be stacked with a Leader to move. Units may not enter Sea or Mountain spaces. Units may not enter spaces occupied by opponents units. If a stack enters a hostile settlement space, the settlement is considered to be under siege.

RULE FOR SCOUTING When a stack enters a space that is next to an Unexplored settlement, roll to determine how many Turkish troops are garrisoned in the settlement. (The Garrison Roll) The number of troops is indicated on the Settlement Table. Half of the troops will be Archers. The rest are spearmen. Place the indicated Turkish counters onto the settlement.

OPEN BATTLE PHASE 596

Some cards cause a group of Turkish units to attack an opponent’s stack out in the open. If there are fewer Crusaders than Turks at a siege, (Including any that just arrived through card play) the Turks will emerge from the settlement and attack on a roll of 1-4 on 1D6. If the Turks are all killed, the Crusaders capture the settlement. Battles proceed in Rounds. Each Round has 3 Segments: 1. Missile Unit Attack Segment 2. Shock Unit Attack Segment 3. Morale Check Segment ***Missile Unit Attack Segment*** Missile Units (Horse Archers, Archers, Bowmen, and Siege Engines) attack first simultaneously. Units hit on a base roll of 10+ on 2D6. If they hit, an opposing unit is killed (Defenders choice). Your opponent chooses which Turkish units are lost. Rolls are modified by a unit's attack stats. Leaders do not get attack rolls but each may add a +1 to the roll of any one unit in the same stack once per round. A unit may receive only one Leader bonus per attack. ***Shock Unit Attack Segment*** All other non-missile unit types attack next simultaneously. Otherwise, this segment proceedes exactly like Missile Phase. ***Morale Check Segment*** Skip this segment if neither side suffered any casualties during this battle round. The side that suffered more casualties during this battle round must make a Morale Check. If both sides lost the same number of units, the Turks must make the Check. Roll 2D6: 4 or less The checking side breaks. 5 or more The checking side stands their ground. Proceed with the next battle round. Roll Modifiers (applicable to both sides): +2 If the checking side has a larger force -1 If the checking side has a smaller force Roll Modifiers (applicable to Crusaders only): +1 If the Crusader force has a Great Leader -1 If the Crusader force has no Leader Roll Modifiers (applicable to Turks only): -1 If the Crusader force has a Great Leader +1 If both sides lost the same number of units during this battle round -x If Turkish force has fewer than 5 units, x = (5 – total units)* * This modifier only applies if the Turks are able to retreat into a Settlement. ***Battle Conclusion*** Repeat the Round cycle until one side is destroyed or breaks. If the crusaders win they regain 1D6 casualties (Men who fled the field). If a Turkish Force breaks all its units retreat to the settlement or Flee if there is no Settlement. If a Crusader stack breaks it retreats into an adjacent space. If unable to retreat, due to impassible terrain or the presence of opposing forces, the stack is destroyed. Roll 1D6 for each retreating unit: On a roll of 1-2 it is slaughtered. Victorious Turks become part of the Settlement’s forces, if there is no settlement, the Turks ride off into the sunset.

BOMBARDMENT PHASE Besieging Missile troops may attack units inside a city. Units hit on a base roll of 11+ on 2D6. If they hit, an opposing unit is killed (Defenders choice). The last unit in a settlement cannot be destroyed this way. If the Crusaders attack, the Archers in the city may simultaneously attack back at +1 to their attack roll. Each side in the siege only attacks once this phase.

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SAPPING PHASE Besieging troops may attempt to sap the settlement walls. Roll 1D6 (Sapping Roll): 1 Sappers Killed: Attacker loses one troop unit. 2 Counter Measures: Remove one Sapping Counter. 3-4 --5-6 Undermine the Walls: Put one Sapping Counter on the settlement.

ASSAULT PHASE The Besieging troops may attempt to Storm the Castle. Roll 2D6 (Assault Roll): 4 or less Repulsed & Lose 2D6 troops 5-7 Repulsed & Lose 1D6 troops 8-9 Breach & Lose 2D6 troops 10+ Breach & Lose 1D6 troops Add 1 to the roll per Sapping counter on the settlement. Subtract the Defense stat of the settlement from the roll.

BREACH PHASE If the Besieging troops breached the walls last phase, they enter the settlement and combat proceeds as in Open Battle Phase. Siege engines may not attack in Breach Phase.

PILLAGE PHASE If all of the Turkish defenders are killed in Breach Phase, the crusaders capture the city and Loot it. Baggage gained by looting is equal to the Loot stat in the Settlement table. A settlement may only be looted once per game. The player gains control of the settlement. The player must keep a garrison in the settlement with a number of troops equal to its Garrison level.

STARVATION PHASE If a settlement is under siege roll 1D6 (Starvation Roll): 1-5 Add one starvation counter to the settlement. 6 Attackers start fires or disease: Add two starvation counters 7 Add one starvation counter to the settlement. 8+ The settlement surrenders. Discard all defending units. Add the number of starvation counters already present to the roll. Subtract the settlements defense stat from the roll. If a settlement is ever not under siege immediately remove all starvation counters. If the city surrenders, the crusaders capture the city and Loot it.

REVOLT PHASE If a garrison is undermanned the populace of the city will revolt on a roll of 6+ on 1D6. If there is a revolt, the garrison is automatically destroyed and the city becomes hostile and 'unexplored'. if Crusader forces intentionally abandon a Settlement, that Settlement immediately becomes Hostile and Unexplored.

END PHASE 598

Hostile Turkish settlements not under siege will replenish all of their troop losses. Maximum hand size = 7 cards. Discard excess cards.

CARD LIST Card Name: Siege Tower Battering Ram Ladders Miners Engineer Traitor Surrender Terms Desertions Plague Revolt Uprising Rebellion Unrest Sorties Raiders Spoilage Pilgrims Caravan Live off the Land Merchant Shipping Converts Holy War Reinforcements Knights Templar Knights Hospitaller Teutonic Knights Antioch Mercenaries Saracens Scythians Byzantines Carpenters Dervishes Counter Attack Mad Turks Saladin Mohammedeans Infidels Jihad Bandits Bedouin Nomads Egyptian Army Mamlukes Relief Force Arabs Ghulams Auxilia Leader dies Assassination Troops demand Pay Fatigue Demoralized Skirmishing Turks Separate Horse & Foot Disciplined Ranks Narrow Plain Rally Troops Find Stragglers Gambesons

Notes: Add 3 to target Assault roll this turn Add 2 to target Assault roll this turn Add 1 to target Assault roll this turn Add 2 to target Sapping roll this turn Add 2 to target Sapping roll this turn Target Sap, Starve, or Assault roll +1 this turn Add 2 to target Starvation Roll this turn Target stack loses 1D3 troops in supply phase Target stack loses 1D6 troops in supply phase Add 3 to target Revolt roll this turn Add 3 to target Revolt roll this turn Add 3 to target Revolt roll this turn Add 3 to target Revolt roll this turn Opponent Loses 1D6 x 10 Baggage in supply phase Opponent Loses 1D6 x 10 Baggage in supply phase Opponent Loses 1D6 x 10 Baggage in supply phase Gain 1D6 x 10 Baggage in supply phase Gain 1D6 x 10 Baggage in supply phase Gain 1D6 x 10 Baggage in supply phase Gain 1D6 x 10 Baggage in supply phase Add 1D6 Spearmen TYAISP Add 1D6 Heavy Inf TYAISP Add 1D6 Heavy Inf TYAISP Add 1D6 Knights TYAISP Add 1D6 Knights TYAISP Add 1D6 Knights TYAISP Add 1D6 Cataphracts TYAISP Add 1D6 Horse Archers TYAISP Add 1D6 Horse Archers TYAISP Add 1D6 Archers TYAISP Add 1D3 Siege Engines TYAISP TSAB 2D6 Heavy Infantry.* TSAB 2D6 Horse Archers & 1D6 Cataphracts.* TSAB 3D6 Archers & 3D6 Spearmen. TSAB 2D6 Horse Archers & 2D6 Cataphracts.* TSAB 1D6 Horse Archers & 1D6 Cataphracts.* TSAB 2D6 Spearmen. TSAB 2D6 Horse Archers & 1D6 Cataphracts.* TSAB 2D6 Horse Archers & 1D6 Archers.* TSAB 3D6 Horse Archers.* TSAB 2D6 Spearmen & 2D6 Cataphracts.* TSAB 2D6 Spearmen & 1D6 Cataphracts.* TSAB 2D6 Spearmen & 1D6 Cataphracts.* Add 1D6 to Target Garrison Roll Add 1D6 to Target Garrison Roll Add 1D6 to Target Garrison Roll Target Leader killed. Target Leader killed. Target player must repeat his upkeep phase. Target stack may not move or Assault this turn. Target stack may not move or Assault this turn. OB: Turks are –1 to be hit this Battle OB: Turks get +1 to hit this Battle OB: Crusaders get +1 to hit this Battle OB: Crusaders get +1 to hit this Battle Gain back 1D6 troops lost this turn. Add 1D6 Heavy Inf to your Army in supply phase Negate 1 Crusader casualty. (Coat of Leather)

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Chain Mail Negate 1 Crusader casualty. Plate Mail Negate 1 Crusader casualty. Late Arrival Gain 1 Leader counter at your Invasion Point Battle Hardened Target Leader becomes a Great leader. Surprise Add or Subtract 1 from target morale check. TSAB = Target stack attacked by... OB = Open Battle Phase * = Play in Open Battle Phase. TYAISP = to your army in supply phase

CARD NOTES ***Any units a player receives by virtue of cards like ‘Holy War’ and ‘Reinforcements’ remain with the player; they do not disappear after one battle. ***Bonuses are cumulative: For example, a player plays ‘Siege Tower’, ‘Ladders’, ‘Battering Ram’, and ‘Traitor’ all at once. ***There is a limit of 1 OB & 1 TSAB card that can be played against a given stack per turn. ***For cards that target a stack, only a Crusader stack may be targeted. ***Some reinforcement cards provide ‘Turkish’ units to a player. Turkish type troops that have been recruited into a player’s army cannot be left without at least one of the player’s ‘regular’ units to accompany them. ***A victim of Desertions & Plague is allowed to choose which units he must lose. If the result exceeds the number of units in the target stack, the stack is destroyed but the difference is not directed to another stack.

GREAT LEADERS Designate some Leaders (1D3 per Player at setup) as Great leaders. If any Great Leaders are present in a stack, all units get +1MP. A Great leader gives his +1 bonus to up to 3 troop units. Some Great Crusader Leaders include: Richard Coeur de Lion, Philip Augustus, Emperor Frederic Barbarossa, King Louis VII, Gilbert the Templar, Garin the Hospitaller, Baldwin I.

GAME DESIGNERS NOTES Special Thanks to Philip Stiff for Serious Constructive Feedback.

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CRYSTAL WARRIORS PREFACE Warpplay = Warpspawn Roleplaying. Roleplaying universe. Work in progress. Readers are encouraged to submit material.

INTRODUCTION Fantasy Setting. All Magic and Technology is a result of Powerful and reliable Crystals.

CHARACTERS Warriors: Crystal weapons & armor. Pilots: Pilot crystal powered vehicles Mages: Able to psychically manipulate the power of the crystals. Engineers: Create crystal artifacts (Crystal artifacts must be hand crafted)

CRYSTAL ARTIFACT MAGIC Crystal Caster (Gun that propels exploding crystals) Shard Caster Energy Caster Crystal Armor Crystal Gates Crystal Antigravity (Flying discs, fighters, sky ships) Viewing Crystals Healing Energy crystals Crystal Force fields Torcs (Mental Amplification crystals) Crystal Towers

FOES Mostly Interdimensional Demons

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CTHULHU SKIRMISH INTRODUCTION Board & card game for 2 players. Battle between two factions in the Lovecraft Universe. Abstract skirmish level combat. Each figure represents a single man/creature (unit).

DISCLAIMER Cthulhu is a licensed property. This is merely a Fan site.

VICTORY You win if you kill the opposing Leaders. If a faction has no Leader, then a loss of half it’s units will defeat it.

MAP & PIECES Use an 8x8 chessboard. Use chits or miniatures to represent units.

FACTIONS Each player picks one Faction. Each Faction has its own set of units described in its own unit list. Each Faction has its own cardset described in its own cardset list. There are 8 Factions: Human Investigators Deep Ones Humanoids Yithians Elder Things Mi-Go Serpent People Cultists

SPELL DECK Players share a common Spell Deck. Only leaders can use spells. Keep your spell cards in a Separate hand.

SETUP Each player places one unit on each square of his back two rows. Units may not stack.

TURN SEQUENCE Players take turns.

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Each turn has 3 phases: Fate Phase Move Phase Attack Phase

FATE PHASE Draw 3 cards from your deck. Max hand size = 5 cards. If the deck runs out, shuffle the discard and draw from it. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units. The move card has a number. This is the number of spaces the unit moves. Moves can be diagonal or orthogonal. “Knight” type move cards allow a unit to move like a knight in chess. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card.

ATTACK PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. “Knight” type attack cards produce an attack with a range like a knight in chess. Attacks always do one Hit of damage to the target unless otherwise specified. Use Chits or coins to record damage. A unit reduced to zero Hits is killed and removed from the board. Your opponent may play Defense cards to negate your attack.

UNIT TABLE NOMENCLATURE # = Number of that type of man you start the game with. Hits = Number of Hits that type of unit has.

CARD LIST NOTATION M = Movement A = Attack D = Defense K = as a Knight would move in Chess Type = Purpose of card

INVESTIGATORS UNIT TABLE Unit Name: Townsfolk Companions Investigators

# 8 6 2

Hits 1 2 3

Notes: Leaders

INVESTIGATORS CARD LIST 603

Card Name: Cautious Advance Quick Advance Run Sprint Zig-Zag Pitchfork Shovel Torch Axe Shoot Point Blank Pistol Revolver Dynamite Shotgun Rifle Duck Hide Block Battle Plan Stalwart Ancient Tome

# 4 4 3 2 2 1 1 1 1 1 2 1 1 2 2 2 2 2 2 2 4

Type M M M M M A A A A A A A A A A D D D X D X

Range 1 2 3 4 K 1 1 1 1 1 2 2 2 3 4 -

Notes:

Draw 3 cards Companions only Discard to Draw a Spell card

DEEP ONES UNIT TABLE Unit Name: Hybrids Deep Ones Ancient Deep One

# 8 6 2

Hits 1 2 3

Notes: Leaders

DEEP ONES CARD LIST Card Name: Quiet Approach Shamble Loping Gait Deft Scramble Sinuous Movements Sharp Claws Silent Attack Bite Trident Net Attack Hunting Spear Thrown Harpoon Crossbow Scales Swift Motion Move in Shadows Emerge from the Sea Immortal Deep Magic

# 4 4 3 2 2 2 1 1 1 1 2 2 3 2 2 2 2 2 4

Type M M M M M A A A A A A A A D D D X D X

Range 1 2 3 4 K 1 1 1 1 2 2 2 3 -

HUMANOIDS UNIT TABLE Unit Name: Ghouls Ghasts Gug

# 9 6 1

Hits 1 2 5

HUMANOIDS CARD LIST 604

Notes: Leader

Notes:

Draw 3 cards Deep Ones only Discard to Draw a Spell card

Card Name: Awkward Movements Lurch Forward Run & Jump Gallop Hidden Ways Filthy Claws Jagged Bite Fangs Mule Kick Crushing Blow Rip to Pieces Rend Flesh Thrown Rock Barrel Attack Rubbery Hide Brutes Animal Reflexes Sense of Smell Savagery Massive Bulk Bestial Magic

# 4 4 3 2 2 1 1 1 1 1 1 1 3 2 2 2 2 1 1 2 4

Type M M M M M A A A A A A A A M D D D X X D X

Range 1 2 3 4 K 1 1 1 1 1 1 1 2 2 -

Notes:

Also Attack Range = 1

Draw 3 Cards Draw 3 Cards Ghasts & Gug Discard to Draw a Spell card

ELDER THINGS UNIT TABLE Unit Name: Elder Things

# 8

Hits 3

Notes: All can use Spells

ELDER THINGS CARD LIST Card Name: Hover Float Glide Soar Dive Roll Tentacles Constriction Crushing Attack Swoop Attack Rigid Skin Huge Size Flying Dodge Ascend Sense Without Light Piping Speech Ancient Knowledge

# 4 4 3 3 2 2 3 3 4 3 2 2 2 1 1 1 4

Type M M M M M M A A M M D D D D X X X

Range 1 2 3 4 5 K 1 1 1 2 -

Notes:

Also Attack Range = 1 Also Attack Range = 1

Draw 3 cards Draw 3 cards Discard to Draw a Spell card

GREAT RACE OF YITH UNIT TABLE Unit Name: Yithians

# 8

Hits 3

Notes: All can use Spells

GREAT RACE OF YITH CARD LIST Card Name: Contraction Expansion Nippers Lightning Gun Burst

# 8 5 3 2

Type M M A A

Range 1 2 1 2

Notes:

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Lightning Gun Lightning Gun Lightning Gun Lightning Gun Enormous Size Elastic Flesh Rigid Scales Time Travel Mentalists Trade Minds Arcane Secret

Gout Strike Arc Bolt

2 2 2 2 2 2 2 1 1 1 2

A A A A D D D X X X X

3 4 K 5 3 -

Draw 3 cards Draw 3 cards Gain Control of Target Discard to Draw a Spell card

SERPENT PEOPLE UNIT TABLE Unit Name: Degenerates Serpent Folk Sorcerer of Yig

# 8 6 2

Hits 1 2 3

Notes: Leader

SERPENT PEOPLE CARD LIST Card Name: Coil Twist Slither Shoot Slip & Slide Venomous Fangs Poisonous Bite Taloned Hands Constriction Spit Poison Poisoned Darts Firearms Sinuous Weaving Sneak & Skulk Reptilian Scales Cold-Blooded Illusions Sorcery

# 4 4 3 2 3 2 2 2 1 2 2 2 2 2 2 2 2 6

Type M M M M M A A A A A A A D D D X D X

Range 1 2 3 4 K 1 1 1 1 2 2 3 -

Notes:

Draw 3 cards Not Degenerates Discard to Draw a Spell Card

CULTIST UNIT TABLE Unit Name: Worshippers Fanatics Evil High Priest

# 8 6 2

Hits 1 2 3

Notes: Leader

Type M M M M M A A A A A

Range 1 2 3 4 K 1 1 1 2 2

CULTIST CARD LIST Card Name: Encroach March Run Charge Rush In Spear Dagger Machete Thrown Knives Pistol

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# 4 4 3 2 2 2 2 2 2 2

Notes:

Bolas Antique Gun Frenzy Drugged Fanaticism Ritual Sacrifice

2 1 2 2 2 5

A A D D X X

3 3 -

Draw 3 cards Draw a Spell Card

FUNGI FROM YUGGOTH UNIT TABLE Unit Name: Mi-Go Mi-Go Surgeon

# 10 2

Hits 2 2

Notes: Leader

FUNGI FROM YUGGOTH CARD LIST Card Name: Articulate Limbs Circle Membranous Wings Soar Dive Pitch Nippers Grapple Vivisection Dissection Drop Attack Chitinous Fly Away Trickery Brain Surgery Antennae Interstellar Race

# 4 4 3 3 2 2 2 2 2 2 4 2 2 2 1 2 4

Type M M M M M M A A A A M D D D X X X

Range 1 2 3 4 5 K 1 1 1 1 1 1 -

Notes:

Also Attack Range = 1

Take control of target unit Draw 3 cards Draw 1 Spell Card

SUMMONED UNITS Some spells can summon units, which appear in an empty space next to the caster. The controller may use Attack & Move cards with the unit. Instead of using the Range on the cards, the cards will be assigned a range according to The spell description of the Unit. Summoned Units cannot use defense cards. A Summoned unit automatically loses 1 Hit per turn.

CONTROLLED UNITS The controller may use Attack & Move cards with the unit. These cards will always be considered to have a range = 1. Controlled units cannot cast spells.

SPELL CARD LIST Card Name: (Range) Effect Spell of Binding: (3) Target cannot move or attack for 4 turns Black Binding: (2) Target cannot move or attack for 4 turns Dismiss: (2) Move enemy unit up to 3 spaces away from caster Summon Fire Vampire: (1) Gain a 7 Hit Unit. Attack range = 1. Move range = 4. Summon Baykhee: (1) Gain a 4 Hit Unit. Attack range = 1. Move range = 4. Summon Dark Young: (1) Gain a 7 Hit Unit. Attack range = 1. Move range = 1. Summon Dimensional Shambler: (1) Gain a 4 Hit Unit. Attack range = 1. Move range = 2.

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Summon Flying Polyp: (1) Gain a 9 Hit Unit. Attack range = 1. Move range = 5. Summon Formless Spawn: (1) Gain a 6 Hit Unit. Attack range = 1. Move range = K. Summon Hunting Horror: (1) Gain an 8 Hit Unit. Attack range = 1. Move range = 3. Summon Hound of Tindalos: (1) Gain a 6 Hit Unit. Attack range = 1. Move range = 3. Summon Night Gaunt: (1) Gain a 3 Hit Unit. Attack range = 1. Move range = 4. Summon Shantak: (1) Gain a 5 Hit Unit. Attack range = 1. Move range = 4. Summon Shoggoth: (1) Gain a 10 Hit Unit. Attack range = 1. Move range = 2. Summon Xiclotl: (1) Gain a 5 Hit Unit. Attack range = 1. Move range = 1. Contact Chthonian: Draw 2 Spell cards Contact Star Spawn: Draw 2 Spell cards Dread Curse of Azathoth: Attack of Range = 2 Create Gate: Move Self or Adjacent friendly unit to any open space Elder Sign: Negate a Move card just Played Voorish Sign: Look at opponents hand. Draw a card from your deck. Powder of Ibn-Ghazi: Look at opponents hand. Draw a card from your deck. Resurrection: Bring friendly dead unit back to life adjacent to caster. Unit has 1 Hit. Shrivelling: Attack of Range = 2 Glass from Leng: Look at opponents hand. Draw a card from your deck. Lamp of Alhazred: Draw 2 Spell cards Plutonian Drug: Search Spell Deck for card & put it in your hand Shining Trapezohedron: (3) Gain Control of Target Bait: Move enemy unit up to 3 spaces towards caster Spectral Hunter: Defense Bless Blade: Attack of Range = 1 Body Warping of Gorgoroth: Self or Target gains 1 Hit Cast out Devil: Negate target Control Spell or effect Call Power of Nyambe: Draw 2 Spell cards Ceremonial Dagger: Kill adjacent friendly unit to draw 3 spell cards Chant of Thoth: Look at opponents hand. Draw a card from your deck. Chime of Tezchaptl: Negate Spell just cast Cloud Memory: Opponent must discard Spell Hand Clutch of Nyogtha: Attack of Range = K Command Spell: (3) Gain Control of Target for 3 turns Conjure Glass of Mortlan: Take card from your discard & put it in your hand Consume Likeness: Defense Bad-Corpse Dust: Negate a Move card just Played Barrier of Naach-Tith: Defense or Negate Spell just cast Curse Whistle: Draw 2 Spell cards Fetch Stick: Attack of Range = 1 Limbo Gate: Move Self or Adjacent friendly unit to any open space Mist of Releh: No Attacks may be made this turn Scrying Window: Look at opponents hand. Draw a card from your deck. Time Warp: (4) Target is destroyed Insanity: Any target unit loses 1 hit Curse of Darkness: Destroy Target summoned Unit Curse of the Stone: (3) Target cannot move or attack for 4 turns Death Spell: (3) Target is destroyed Devolution: (2) Gain Control of Target for 3 turns then target runs away Dominate: (3) Gain Control of Target for 3 turns Dust of Suleiman: Attack of Range = 1 Eibon’s Wheel of Mist: Defense Enthrall Victim: (2) Target cannot move or attack for 4 turns Explode Heart: (2) Target is destroyed Eye of Light & Darkness: All adjacent enemies take 1 Hit of Damage Fist of Yog Sothoth: Attack of Range = 4 Flesh Ward: Caster Immune to Range = 1 Attacks for 5 turns Grasp of Cthulhu: (4) Target cannot move or attack for 4 turns Hands of Colubra: Attack of Range = 1 Heal: Self or adjacent unit regains 1 lost Hit Implant Fear: (3) Target cannot move or attack for 4 turns Keeness of Two Alike: Look at opponents hand. Draw a card from your deck. Levitate: Defense Living Clothes: Attack of Range = 3 Look to the Future: Look at opponents hand. Draw a card from your deck. Mental Suggestion: (3) Gain Control of Target for 3 turns Mesmerize: (2) Gain Control of Target for 4 turns

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Mind Blast: Attack of Range = 4 Mind Exchange: (1) Gain Control of Target for 3 turns Nightmare: (4) Target cannot move or attack for 4 turns Pipes of Madness: Both players discard all their cards Power Drain: Steal 2 random spell cards from opponent Raise Corpse: Bring friendly dead unit back to life adjacent to caster. Unit has 1 Hit. Red Sign of Shudde M’ell: All adjacent units take 1 Hit of Damage Remortification: Defense Seal of Isis: Negate a Spell card just played Send Dreaming: Draw 2 cards from your deck Song of Hastur: Attack of Range = 4 Song of Glissande: Caster & 3 Targets within 2 spaces cannot move or attack for 2 turns Soul Singing: Move enemy unit up to 3 spaces in any direction Steal Life: Attack of Range = 2. Caster regains 1 lost Hit Unspeakable Promise: Draw 2 Spell cards Voice of Ra: Draw 2 cards from your deck Wither Limb: Attack of Range = 3 Wrack: (3) Target cannot move or attack for 4 turns

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CULTURE & CONQUEST CULTURE & CONQUEST Simulation of ancient civilizations. This dice game does not require a map or counters. Solo or any number can play.

VICTORY CONDITIONS The game ends after 50 turns. The player with the most Advances and who built the most Wonders wins. You do not have to be in control of the Wonders at the end of the game. If playing Solo: Advances score 1 point Cities score 5 points Wonders score 15 points

SET UP Each player starts with 10 populations and 1 city. Randomly determine your culture on the culture table. Determine Turn order by rolling high.

TURN SEQUENCE Players take turns. A player will complete all of the following phases in their turn.

1 POPULATION INCREASE PHASE 2 POPULATION DISTRIBUTION PHASE 3 GAIN LEADER PHASE 4 HARVEST PHASE 5 DISASTER CHECK PHASE 6 UPKEEP PHASE 7 WAR PHASE 8 TRADE PHASE 9 BUILD PHASE 10 RESEARCH PHASE 11 INCOME PHASE One round is completed when all cultures have had one turn.

POPULATION INCREASE PHASE Gain 1D6-2 population. Minimum = 0. These populations start as Agriculture specialists.

POPULATION DISTRIBUTION PHASE Assign populations to one of the five specialty categories: Army, Agriculture, Trade, Labor, and Scholars A single category cannot be increased or decreased by more than 6 populations. It costs 1 Gold to raise an army.

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GAIN LEADER PHASE On a roll of 1-2 on D6 gain 1 random leader.

HARVEST PHASE Produce 3 food per Agriculture population. Food is not stored unless you have the pottery advance.

DISASTER CHECK PHASE On a roll of 1 on D6 suffer from one random disaster. Resolve 'War' disasters first thing in War Phase.

UPKEEP PHASE Each population consumes 1 Food. Armies are paid 1 Gold each. If upkeep is not met, those populations are lost. Roll 1D6 for each leader, on a roll of 1, the leader dies of old age.

WAR PHASE A player may attack one opponent. Other players may send armies and Generals to serve on either side. Combat proceedes in segments. The War may last a maximum of 1D6 segments. Each segment each player rolls 3 dice. These are Battle rolls. Each roll of 1 causes your opponent to lose 1 army. Some advances add to your number of battle rolls. The war may stop if the defender surrenders or the attacker gives up. If the defender loses all his armies the winner gets to take one form of tribute: All of the losers gold, or One City (which may contain a Wonder), or 2D6 Population If playing Solo the 'opponent' will have 4D6 armies and if defeated has 6D6 Gold and no Wonders.

TRADE PHASE The active Player may trade Gold, food, labor, populations, cities, advances, leaders, and promises with other players. (If 'trading' an Advance the giver & the recipient both get it.)

BUILD PHASE Each Labor specialist produces 1 Labor point per turn. Assign Labor points to a city or Wonder under construction. These points are saved from turn to turn until the project is completed. Labor points not assigned are lost. Build 1 city for 50 Labor and 25 Gold. Name the city Build 1 Wonder for 100 Labor and 50 Gold. Only 1 Wonder per city allowed.

RESEARCH PHASE Roll 2D6 per scholar, thinker, or research generator you have. On a roll of 2 or 12 gain one random advance or a copy of an Advance known by another player.

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INCOME PHASE Collect Gold: 1 per Trade population and 1 per City.

POPULATION DISTRIBUTION TYPE: Military Agriculture Trade Labor Scholars

Upkeep: 1 Food & 1 Gold 1 Food 1 Food 1 Food 1 Food

Production: None 3 Food 1 Gold 1 Labor 1 Research Roll

Limit:

1 per city

CULTURE TABLE D12: Culture: Starting Advance: 1 Egyptian Engineering 2 Mesopotamian Mathematics 3 Athenian Philosophy 4 Roman Law 5 Minoan Music 6 Persian Coinage 7 Assyrian Metal Working 8 Babylonian Astronomy 9 Mycenaean Pottery 10 Phoenician Navigation 11 Spartan Military Doctrine 12 Mongolian Equestrian Note: Roll a 12 sided die. Culture & Conquest has been published in the online Winter 2000 issue of the ACADEMIC GAMING REVIEW

ADVANCE TABLE D20: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Advance: Pottery Religion Astronomy Literacy Medicine Coinage Engineering Mathematics Architecture Law Music Democracy Philosophy Metal Working Drama & Poetry Art & Sculpture Military Doctrine Irrigation Navigation Equestrian

Notes: Mitigates Famine & Drought (Store Food) Population Phase: add 1 to roll (Converts) Research: One additional roll per turn Research: One additional roll per turn Mitigates Pestilence & Epidemic Gold: +1 per city per turn (Facilitates Trade) Cities & Wonders cost 20% less in Labor Research: One additional roll per turn Cities & Wonders cost 20% less in Gold Mitigates Anarchy Mitigates Unrest (Music soothes the soul) Mitigates Civil War & Mad King (No Kings in Democracies) Mitigates Heresy (Public Debate is acceptable) Battle: One additional roll (Iron Weapons & Armor) Counts as 2 points for Victory Counts as 2 points for Victory Battle: One additional roll (Strategy & Tactics) Food: +1 per agriculture pop per turn. Mitigates Floods Gold: +1 per city per turn (Additional Trade) Battle: One additional roll (Chariots & Cavalry)

DISASTERS If a culture has a mitigating attribute the disaster causes half as

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much population loss. Round fractions down. If a culture experiences a disaster it skips its build phase and war phase.

DISASTER TABLE Roll D20: 1 2 3 4 5 6 7 8 9 10 11 win 12 13 14 15 16 17 18-20

Disaster Type: Flood Earthquake Volcano Pirates Unrest Civil War Heresy Anarchy Epidemic Famine Uprising

Population Loss/Notes: 2D6 1D6 or 2D6 if you have Architecture Lose 1 random city Lose half of your gold reserve 1D6 War: Attacked by 1D6 Armies: They take a random city if they win 1D6 or 2D6 if you have Religion 1D6 3D6 Lose half of your food reserve War: Attacked by 1D6 Armies: They take 2D6 populations if they

Corruption Drought Hurricane Sands of Time Mad King Pestilence Barbarians

Lose Lose 1D6 Lose 2D6 2D6 War:

all gold half of your food reserve one random Wonder Attacked by 1D6 Armies: They take all your gold if they win

CITY NAMES Antioch, Babylon, Knossos, Alexandria, Troy, Jerusalem, Sparta, Rome, Damascus, Delphi, Athens, Ur, Carthage, Jericho, Giza, Thebes, Byzantium, Cadiz, Ch'ang-an, Lo-yang, Canton

WONDER TABLE Wonder: Required: Sphinx Sculpture Colossus Metal Working Oracle Religon Hanging Gardens Irrigation Parthenon Architecture Stonehenge Astronomy Lighthouse Navigation Pyramids Engineering Great Wall Currency Great Library Literacy

Notes: Costs same as city Gold +1D6 per turn in Income Phase Mitigates Corruption Mitigates Unrest Mitigates Heresy Costs same as city Mitigates Hurricanes Mitigates Anarchy One Additional Battle roll when defending One Additional Research roll per turn

LEADERS TABLE 1D6: Type: Effect: 1 Ruler Gold: +1D6 per turn 2 General Battle: +1 roll Alexander 3 Thinker Research: +1 roll/turn Confucius, Plato 4 Builder Labor: +1D6 per turn 5-6 Reroll

Examples: Solomon, Cleopatra, Theseus Sun Tzu, Attilla the Hun, Hannibal, Caesar, Homer, Siddhartha, Aristotle, Archimedes, Nebuchadnezzer, Cheops, Gilgamesh

MAP VERSION 613

Players will need to make or acquire a map of the Mediterranean divided up into small territories. Put initial populations and city into one territory. Tokens representing cities, leaders, wonders, and population specialties are required. Place new populations into any territory you control. Spread new populations out as much as possible. Populations destroyed by disaster are removed from as few spaces as possible. One city per territory. One Wonder per city. Add a Move Phase after War Phase. Populations can move one space per turn. Armies can attack armies in adjacent spaces. An army can move into an opponents territory that does not contain an army. Take control of all tokens in that territory. Captured leaders are destroyed. Barbarians and Civil war rebels will attack a border territory. Players with navigation can move populations 4 territories by sea per turn. They must end the turn in a coastal space.

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CUSTER’S LAST STAND INTRODUCTION Board & card game for 2 players. American West: Indians vs Soldiers Each figure represents a group of cavalry soldiers or Indian braves.

VICTORY Destroy your enemies completely.

THE MAP Use an 8x8 chessboard.

UNITS Use action figures, chits, or miniatures to represent units.

SETUP The middle 16 spaces each contain one Soldier unit each. One of the soldiers in the middle 4 spaces represents General George A. Custer All spaces on the edge of the board contain one Indian unit each.

THE CARDS Players share a common deck. The deck contains 2 of each card in the card list.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Battle Phase

ORDERS PHASE Draw 3 cards from your deck. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units. The move card has a number. This is the number of spaces the unit moves. Moves are diagonal or orthogonal.

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Units may not stack.

BATTLE PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. This is the range of the attack. Attacks are diagonal or orthogonal. The enemy unit that is the target of the attack is killed and removed from the board.

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special S = Card can only be used by Soldiers I = Card can only be used by Indians B = Both Soldiers and Indians may use this card. K = As a Knight would move in chess Type = Purpose of card User = Which player may use the card # = Number of that type of card in the deck

CARD LIST Card Name: Sword Tomahawk Pistol Bow & Arrows Rifle Sharpshooter Revolver Knife Spear Walk Run Ride Plains Rider Duck Dead Horse Reload War Cry

LINKS GENERAL GEORGE A. CUSTER

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Range 1 1 2 2 3 4 2 1 1 1 2 3 4 -

Type A A A A A A A A A M M M M D D X X

User S I S I B B S I I B B B I B S S I

Notes

Draw 3 cards Draw 3 cards

D&D ADVENTURE SQUARES CARD GAME By: Sir Gerard Luft, KDM A Little Classic Gaming History In 1983 TSR tried to make miniatures for their Dungeons and Dragons and Advanced Dungeons and Dragons line. It wasn’t much more than a year later that they returned to using an outside company to furnish their miniatures. But regardless of what opinions collectors and gamers might have towards their miniatures, they had one outstanding and redeeming feature: Adventure Squares. Most second generation D&D players recall those simple little 4” by 3” dungeon rooms printed on the backs of the AD&D three pack blister cards. The neatest thing about these humble little terrain cards is that, after you appropriately cut them from the card board back, the name of the beasties that came in that blister lined up to be in the dead middle of the card’s flip side. I know for a fact that I was not the only player in those days that used the adventure squares for solo adventuring. It was simple to do because many of the rooms were repeats or looked very similar. I would take my favorite miniature (the male Paladin with sword from that series) and start with the card that he and his two other Paladin friends came in. Then I shuffled the cards, and placed the stack before me (with the adventure squares facing up). Take the first card, flip her over to find which monster is in that room, and have at it!

Adventure Cards for the D20 Era Gamer These classic moments of high fantasy gaming might not appeal to greatly to the present generation of D&D players. But clean up the rules a bit, pay lip service to the mighty D20 “super system” and add pretty MTG-like cards. Then you have a very nice adaptation of an old classic. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17.

Brush off your favorite D&D character’s sheet. Make up a series of about eight monster cards with as simplified stats on them as possible (I cheat and simply use those fantastic D20 Chainmail stats and rules; best thing to happen to the archetype Fantasy Game since the red box Basic Set). Make sure they’re at an appropriate level for you character. Shuffle and draw the beasties. The first card is the first dungeon room with the first monster. Hack and Slash! If you loose, you loose. If you win you get treasure and experience and get to proceed to the next dungeon room (i.e., draw the next card). If you make it through the whole deck you can add your experience and treasure (once again I personally take the easy way out by using D20 Chainmail Leveling and Magic Item award rules; but if I fail to get through the dungeon, I level up a monster chosen at random).

My Adventure Squares Card Game Thoth files: http://www.angelifire.com/games4/doctorwhoeyespy/dndas.zip (If the link doesn’t work, copy and paste it directly to your browser)

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D20 RPG CHARACTER- CCG CARD CONVERSIONS BY SIR GERARD LUFT, KDM What is included below is a simple framework to convert D20 RPG characters to “Magic the Gathering-like” CCG cards, and visa versa. For those rare CCG players who have never played MTG, similar systems include: MTG’s Doctor Who, Cactus Games Redemption, Starquest: the Regency Wars, to name a few.

D20 RPG CHARACTERS TO “MTG-LIKE” CCG CARDS POWER= Att + Average Dmg of primary weapon or total levels of spells available per day TOUGHNESS= Armor Class + Hit Points Power 1 2 3 4 5 6 7 8 9

4 11 23 47 94 188 372 748 1496

Toughness 1 2 3 4 5 6 7 8 9

14 28 56 112 224 448 996 1992 2984

DEPLOYMENT COST (Power + Toughness)/2= Deployment Cost “MTG-LIKE” CCG CARD TO D20 RPG CHARACTER Power 1 2 3 4 5 6 618

Att0, Average Damage 4; or 1st level wizard Att+1, Average Damage 6 Att+15, Average Damage 8 Att+33, Average Damage 14 Att+51, Average Damage 43; or 10th level wizard Att+69, Average Damage 119

7 8 9

Att+87, Average Damage 285; or 20th level wizard Att+105, Average Damage 643; or 25th level wizard Att+123, Average Damage 1373; or 30th level wizard

Toughness 1 2 3 4 5 6 7 8 9

AC10, HP4 AC16, HP10 AC20, HP36 AC25, HP87 AC30, HP194 AC35, HP413 AC40, HP956 AC45, HP1947 AC50, HP2934

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D20 TIME LINE A D20 CONVERSION OF THE LEGENDARY LLOYD

KRASSNER’S TIME LINE INTRODUCTION Two time traveling civilizations fight for ultimate control of the entire timeline. The Far Future is controlled by a scientifically advanced culture known as the Teraxians. The Distant Past is controlled by a magical race known as the Atlanteans. OBJECT Gain control of all 12 Eras on the Time Line. D20

You will need a twenty sided die (d20) in order to play this variant. This variant’s game mechanics herein are derived from the Open Gaming License of the D20 Systems Reference Document.

THE BOARD The board is composed of a row of 12 spaces. These spaces (or Eras) are labeled in the following order: # Era: Force 12. The Far Future X 11. Near Future 48 10. WWII 24 9. WWI 12 8. Age of Imperialism 9 7. Age of Revolution 6 6. Renaissance 5 5. Middle Ages 4 4. Roman Empire 3 3. Ancient Civilizations 2 2. Prehistory 1 1. Distant Past X Force = Force of Units recruited from this time period. Eras 2-11 have Period troops.

DICE Six and ten sided dice are needed.

COUNTERS Each player gets a set of counters of a unique color and with unique unit types. Units are also referred to as troops. There is also a set of same-color, common, generic period troops: Have 10 counters to represent Period troops from each Era 2-11. Mark the Era number on the counter.

ATLANTEAN COUNTER SET 620

# 1 3 1 25 Start =

Att/AC Move Wizard +3/13 3 Warriors +6/16 2 Monsters +9/19 1 Control Markers The number of such units the player starts the game with.

TERAXIAN COUNTER SET # 1 3 1 25

Type Att/AC Scientists +3/13 Agents +6/16 Warships +9/19 Control Markers

Move 3 2 1

SETUP The Atlanteans begin with their starting counters in the Distant Past space. The Teraxians begin with their starting counters in the Far Future space. Roll high on 1D10 to see who goes first.

TURN SEQUENCE Players take turns. Each turn has 5 Phases: 1. Random Factors 2. Time Travel 3. Change History 4. Recruit Troops 5. Seek & Destroy

RANDOM FACTORS PHASE The active player rolls for two Resources on the Resource Tables below. A Resource can only be used once, and than it is expended.

TIME TRAVEL PHASE You may move your units forward and backwards on the timeline a number of Eras up to their Move stat limit. For example: A Wizard could move from the Distant Past to the Middle Ages. Period troops have a base Move = 0. Cards may be played to increase the Move stat of target units.

CHANGE HISTORY If you have a unit in an Era you may try to gain control of the Era by interfering with history. Roll 1D20. this is the control roll. On a roll of 12-20 you gain control of the Era. Keep tract of control by placing control markers. Changing history involves assassinations, planting ideas, providing assistance, preventing or causing critical events.

RECRUIT TROOPS If you control an Era you may try to recruit one period unit from it.

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Roll 1d20. This is the Period Recruit Roll. On a roll of 12-20 you gain one unit. The Atlanteans may make two rolls for the Prehistoric Era. Keep tract of control of period units by stacking them and then placing a control marker on the stack. The Atlantean Player makes one Atlantean Recruit Roll: 1D20 Recruit 1-4 Wizard 5-8 Warrior 9-12 Warrior & Roll for two Resources 13-16 Monster 17-20 Roll for two Resources Recruited Atlantean units begin in the Distant Past. The Teraxian Player makes one Teraxian Recruit Roll: 1D6 Recruit 1-4 Scientist 5-8 Agent 9-12 Combat Team 13 Combat Team & Roll for two Resources 5 Warship 6 Roll for two Resources Recruited Teraxian units begin in the Far Future.

SEEK & DESTROY If there are opposing units in the same Era they may fight. If neither side wants to fight there is no combat. If one side does not want to fight, it may attempt to hide or escape. Roll 1D20. This is the Hide or Escape Roll. On a roll of 12-20 the player may hide all his units. They may not be attacked this turn. Alternatively, on a roll of 12-20 the player may have all of his non-period units escape. Escaping units move to an adjacent Era. They may be attacked again in that Era. Units that fail to hide or escape must fight. If there is a fight each side adds up : 1. Each unit attacks simultaneously 2. Players roll a d20 for each unit and add that units attack modifier and any modifier from expending resources. If the modified roll is equal to or greater than the target units AC than that unit is defeated.

ATLANTEAN RESOURCES 2D20 Card Name 2Astral Travel 3Astral Gate 4Dimension Door 5Ethereal Plane 6Hermes Portal 7Demon Horde 8Vorpal Sword 9Celestial sword 10Rune Blade 11Eldritch Blade 12Maelstrom 13Firestorm 14Petrification 15Possession 16Time Barrier 17Stasis 18Dragon Breath 19Regeneration 20Time Walk 21Speed Time

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User W WHT WT A WT T T T W W W W W M M X X

Effect Move +3 or Escape roll +2 Move +3 or Escape roll +2 Move +3 or Escape roll +2 Move +3 or Escape roll +2 Move +3 or Escape roll +2 F + 9 F + 6 H F + 9 F + 9 H F + 3 F + 9 F + 3 F + 6 Control opponents unit this turn Units cannot Move past target Era X Units cannot move out of Target Era F + 3 F + 6 Take an extra turn Draw roll for five resources

22Take from the Future X Choose any 1 Resource 23Summon W Stack any 1 New Atlantean unit with Wizard 24Reverse Time W Redo this turn from the beginning 25See the Future X Choose 1 Resource any order 26Take from the Past X Put any one card from your discard into your hand 27Banish W Cause enemy unit to escape 28Polymorph W Destroy enemy unit 29Stone Rain W F + 9 30Time Vortex W Each unit in this Era is destroyed on 12-20 on a d20 32Armies of the Past P Entire Stack Move +3 33End of Time X Opponent must discard 3 Resources 34Great Wyrm M F + 9 35Myrmidons T F + 3 36Illusions W Hide Roll +2 37Enchanted Weapons P F + 3 38Wizards Sight W Opponent gets –2 to Hide Roll 39Invisibility A Hide Roll +2 or F + 3 40Avatar H F + 6 User = What type of unit may use this card. W = Wizard, H = Hero, T = Warriors, M = Monster, P = Period Troops, A = All, X = None

TERAXIAN RESOURCES 2d20Card Name User 2Mind Control Device S 3Tac Nukes W 4-5Probability Shift X 6Time Contraction A 7Time Expansion A 8Time Skipping A 9Matter Disrupters W 10Force Fields W 11Cybernetics G 12Plasma Weapons 13Spinal Mount W 14Power Armor G 15Time Projection 16-17Alternate Time Line 18-19Paradox 20Time Loop X 21Temporal Rift X 22-23Time Flux S 24Anachronism P 25Temporal Locator S 26Time Beacon X 27Neural Implants 28Time Bomb S 29-30Worm Hole A 31Temporal Manipulation 32-34Recorded History A 35Holograms S 36Eject Button A 37-38Stop Time S 39-40Futuristic Weapons S = Scientist, G = Agent, C =

Effect Control opponents unit this turn F + 9 Any roll +2 or -2 Move +2 or Escape roll +2 Move +2 or Escape roll +2 Move +2 or Escape roll +2 F + 3 F + 6 F + 3 C F + 6 F + 9 F + 9 A Move +2 or Escape roll +2 S Destroy Target Unit X Destroy Target Unit Get an Extra Turn Opponent must discard 3 Resources Units cannot Move past target Era Move +2 Opponent gets –2 to Hide Roll Units moving to this Era get Move +2 G F + 6 F + 6 Move +2 or Escape roll +2 X Roll for five Resources Any Roll +2 Hide Roll +2 Escape Roll +2 Units cannot move out of Target Era P F + 3 Combat Team, W = Warship

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DAIMYO INTRODUCTION Board & card game for 2 players. 14th Century Japanese Warfare theme. Each figure represents a company or unit of men.

VICTORY You win if you kill your opponents Daiyamo.

THE MAP Use an 8x8 chessboard.

THE MEN Use chits or miniatures to represent units. There are 10 types of units.

UNITS TABLE NOTATION K = Katanas G = Guns B = Bows S = Spears Y = Yes N = No Weapon = Weapon type the unit uses. # = Number of that type of unit each player has in setup.

UNITS TABLE Name: Daimyo Ashigaru Spearmen Bushi Gunners Bushi Spear Cavalry Warrior Monks Samurai Swordsmen Samurai Horse Archers Samurai Archers Samurai Heavy Cavalry Samurai Naginata

# 1 4 1 1 2 1 1

Armor Y 1 N 2 N Y 2 Y Y Y

Horse Y N N N N N Y N Y N

Weapon K N S G Y S K K Y B B K S

SETUP Each player places one unit on each square of his back two rows. Units may not stack.

THE CARDS 624

Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Battle Phase

ORDERS PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units. Only units on Foot can use Foot cards. Only units on Horses can use Horse cards. Units cannot move through other units except for the Daimyo. The move card has a number. This is the number of spaces the unit moves. Some moves are diagonal, some orthogonal, and some can be either. “Knight” type move cards allow a man to move like a knight in chess. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card.

BATTLE PHASE Play (discard) an Attack card to have a unit attack. A unit must use an attack card that is the same as his weapon. For Example: Archers can only use Bow & Arrow cards. The attack card has a number. This is the range of the attack. Some attacks are diagonal, some orthogonal, and some can be either. “Knight” type attack cards produce an attack with a range like a knight in chess. The enemy unit that is the target of the attack is automatically Killed and removed from the map. Units cannot attack through other units except for Archers. Your opponent may play certain Defense cards to negate your attack. Only units with Armor may use an armor card. The Daimyo can make two attacks per turn (using two attack cards)

CARD LIST NOTATION M A D U K G B S R F H

= = = = = = = = = = =

Movement Attack Defense Any type of Unit Katanas Guns Bows Spears Units with Armor Units on Foot Units on Horses

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N = as a Knight would move in Chess Type = Purpose of card User = What type of unit can use the card

CARD LIST Card Name: Muskets Arquebus Bows Arrows Spears Naginatas Katanas Swords March Advance Run Charge Canter Outflank Ride Gallop Difficult Terrain Rally Armor

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# 2 3 2 3 3 2 3 2 4 4 4 4 2 2 2 2 2 2 6

Range 5 4 3 N 2 2 1 1 1 1 2 2 3 N 4 5 -

Type A A A A A A A A M M M M M M M M D D

User G G B B S S K K F F F F H H H H U R

Notes Indirect Indirect Orthogonal Diagonal Diagonal Orthogonal Orthogonal Diagonal Diagonal Orthogonal

Negate a Move Card Negate an Attack Negate an Attack

DAISHO INTRODUCTION Common deck card game for two players. Players are a pair of dueling Japanese fighters.

COMBATANT PESRSONAS Each Player must pick one of the following personas: Samurai warrior with Katana & Wakizashi (Long & Short Swords) -Can use Speed cards as Armor cards Bushi with Nodachi (Large Sword) -Can use Speed cards as Chop cards Ronnin with Tachi & Tanto (Long & Short Swords) -Can use Armor cards as Speed cards Kensai (sword master) with Daisho (Long & Short Swords) -Can use Armor cards as Combo cards (Two-Sword Style) Japanese Woman with Naginata (Curved Spear) -Can use Armor cards as Slash cards Domin (Farmer) with Tonfa -Can use Armor cards as Parry cards Otokodate (Secret Society Fighter) with Gunsen (Iron Fan) -Can use Chop cards as Block cards Ashigaru (Foot Soldier) with Yari (Straight Spear) -Can use Chop cards as Thrust cards Traveling Monk with Jojutsu (Staff) -Can use Dodge cards as Parry cards Ninja with kusari-gama (Chained Sickle) -Can use Block cards as Speed Cards Doshin (Policeman) with Jitte (Pair of Forked Dirks) -Can use Chop cards as Parry cards Kyokaku (City Rebel) with Nunchaku -Can use Parry cards as Chop cards Yamabushi (Warrior Monk) with ono (Pole-Axe) -Can use Speed cards as Slash cards Brigand with tetsu-bo (Iron Club) -Can use Combo cards as Chop cards Wako (Pirate) with aikuchi (Dagger) -Can use Armor cards as Dodge cards Yojimbo (Bodyguard) with katana -Can use Kai cards as Speed cards Merchant with Kiseru (Metal smoking pipe) -Can use Armor cards as Block cards

VICTORY Slay your enemy by reducing him to zero hit points.

HIT POINTS Each Swordsman starts with 10 hit points.

DECK Players share a common deck. The deck contains 70 cards.

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CARD LIST Name # Type Notes Chop (Vertical Cut) 10 A 1 Point of Damage Slash (Horizontal Cut) 10 A 1 Point of Damage Thrust 10 A 1 Point of Damage Kai 5 M 1 Point of Damage Armor 5 D Negates 1 Point of Damage Dodge 5 D Negates Thrust Parry 5 D Negates Slash Block 5 D Negates Chop Combo 5 M Allows 2 Attacks Speed (Iaijutsu) 10 M Speed Contest # = Number of that card type in the Deck. A = Attack card D = Defense card M = Modifier card

SETUP Players start with a hand of 10 cards each.

TURN SEQUENCE Each turn has 7 phases: 1. First Step Phase 2. Second Step Phase 3. Speed Phase 4. Strike Phase 5. Defend Phase 6. Cut Phase 7. Recover Phase

FIRST STEP PHASE Both players fill their hands to 10 cards. If the deck runs out, shuffle the discard, and draw from it.

SECOND STEP PHASE Both players simultaneously discard up to 5 cards face up. Both players fill their hands to 10 cards.

SPEED PHASE Both players simultaneously reveal their Speed cards if they have any. The player with more Speed cards must choose one advantage: 1. Opponent can play no defense cards except Armor this turn, or 2. Opponent may not attack this turn No one gains an advantage if the Speeds are tied. Speed cards are discarded.

STRIKE PHASE Both players attack by revealing 1 or more attack cards of the same type. Players may also play Kai cards, if they played at least 1 attack card. For example: Player A plays 3 Chop cards and 2 Kai cards.

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Because Player A played a Chop attack, he cannot Thrust or Slash. Players may also play 1 combo card each. A combo card allows you to play 2 different types of Attack cards. For example: Player B plays a Combo, 2 Chop cards and 2 Slash cards. In a combo declare to which attack card a Kai card is being attached.

DEFEND PHASE A Player may play one Dodge card to negate all Thrust cards played against him. A Player may play one Block card to negate all Chop cards played against him. A Player may play one Parry card to negate all Slash cards played against him. Defense cards, negated attack cards, and attached Kai cards are discarded.

CUT PHASE For every Attack card and Kai card that was not negated the target swordsman loses One Hit point. Players may play Armor cards to negate one point of damage. All played cards are discarded.

RECOVERY PHASE Players may discard up to 5 cards each.

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DANTES INFERNO By C. Gerard Luft Scenario for WarpQuest. Click here for the WarpQuest Core Rules.

PARTY Renaissance poet: Blessed soul of heaven: Pagan scholar holy soul:

4 skills 5 skills 3 skills

QUEST To travel through hell from Earth (space1) through the upper hell (gehenna spaces 2 To15) and the lower hell (the abyss spaces16 to 29) and reach the exit out in the lowest pit (exit into purgatoria the last space).

SKILLS roll1d6 1 2 3 4 5 6

COMbat+1 AGiLity+1 THEOlogy+1 WISdom+1 PERSonality+1 choose a skill

MODULE 1 GEHENNA: vestibule oppurtunists acheron Charon fathers limbo virtuous pagans circle 2 carnal minos circle 3 gluttons cerberus plutus circle 4 hoarders and wasters wrathful and sullen styx circle 5 phlegyas maggots citadel of human Reason guiding angel medusa three infernal furies city of dis (TARTAROS) devils

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theo x2 com x2 per x2: if success move 1d6 spaces per x2: if success move 1d6 spaces per x2: if success move 1d6 spaces aid: wis +1 theo x2: if lost then loose 1 turn com x2 com x2 theo x2: if lost then loose a turn agl x2 com x2 com x2 theo x2: if lost then loose 1 turn com x2 com x2 agl x2 theo x2: if lost then loose one turn comx2: if success then move 1d6 spaces aglx2 aid: wis +1 aid: Any +1 wis com x2 com: if success move 1d6 spaces com

MODULE 2 THE ABYSS: circle6 heretics circle7 minotaur river of blood the violent centaurs wood of suicides harpies rain of fire great cliff geryon malebolge fraudulent and malicous Panderers and seduceres flatters simoniacs fortune tellers and diviners grafters rending demons cocytus traitors possessing demons dragon centaur cacus evil counselors hell fire demon w/ bloody sword sowers of discord falsifiers central pit of malebolge giants horned demons Satan member

theo x2: if lost then loose a turn wis x2 theo x2 com x2 agl x2 com x2 per x2: if success move 1d6 spaces wis x2 com x2 agl x2 agl per x2: if success than move 1d6 spaces agl x2 wis x2 wis x2 wis x2 theo x2 com x2 com x2 com x2 agl x2 com x2 theo x2 com com x2 wis x2 agl x2 com x2 wis x2 com x2 agl x2 com com x2 agl: if success move 1d6 spaces: if fail loose party

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DARK CONTINENT INTRODUCTION Players are rival Imperial powers expanding their influence and control of the Dark Continent.

PUBLISHED VERSION Published version of Dark Continent available from Schutze Games Beautiful map and counters. Updated Rules.

OBJECT The player with the most profit at the end of 9 +1D6 turns wins.

THE MAP Draw the outlines of the Dark Continent. The Dark Continent should be divided into 15-25 territories. The territories should be large enough to hold several stacks of counters. Draw in Rivers. Determine the terrain type of each territory: Terrain Type Table 1D6 Terrain Def Pop Res Mod 1-2 Plains +0 +0 +0 +0 3 Jungle +2 -2 -1 +0 4-5 Desert +1 -2 -1 +1 6 Mountains +3 -2 -1 +2 * Coastal +0 +1 +1 +0 Def = Combat modifier for defending Armies. Pop = Modifier to Population Roll. Res = Modifier to the Resource Roll. Mod = Modifier to the Resource Type Table Roll. After terrain type is determined, roll 1D6 to determine the population level of the territory. The minimum population level = 1. After population level is determined, roll 1D3 to determine how many resources the territory has. This is the Resource roll. The minimum resource level = 0. All Coastal Territories have 1 additional Fish resource. All Territories with rivers have 1 additional Good Crops resource. For each Resource roll once to determine what type it is: Resource Type Table 1D6 Resource Inc Notes 1 Poor Crops 1 Subsistence 2 Cash Crops 2 Deserts have Poor Crops instead 3 Poor Livestock 3 4 Good Livestock 4 Deserts & Mountains have Poor Livestock instead 5 Exotics/Luxuries 5 6 Oil 6 Jungles & Plains have Cash Crops instead 7 Gold 7 Deserts have Oil instead 8 Diamonds 8 * Fish 2 Inc = Income Level of Resource. Exotics/Luxuries include Ivory, Perfumes, Wild Animals, Dyes, Handcrafts, etc. Resources & Population level for each territory can be written directly onto the map.

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PIECES Each player has a set of control marker chits of a unique color. Have white sets of counters with the following markings: F = Farm M = Mine Ft = Fort T = Town P =Port L = Leader N = Native Army C = Colonial Army E = European Army R = Rebel Army

SETUP Roll 1D6 high to determine turn order. In opposite turn order, each player selects one coastal territory to take control of. That territory will contain 1 Town, 1 Fort, 1 Port, and 1 European Army.

CONTROL Control is denoted by Control Chits. A player puts one control chit in every territory he controls. A player places a control chit on top of every Army he controls.

TURN SEQUENCE Players take turns. Each turn is divided into phases: 1. Epidemic Phase 2. Monsoon Phase 3. Famine Phase 4. Mine Disaster Phase 5. Leader Phase 6. Rebellion Phase 7. Production Phase 8. Investment Phase 9. Infrastructure Phase 10. Movement Phase 11. Diplomacy Phase 12. Battle Phase 13. Upkeep Phase 14. Profit Phase 15. Control Phase

EPIDEMIC PHASE Roll 1D6 for each territory you control. On a roll of 1 the territory produces no income this turn and all armies in the territory are destroyed.

MONSOON PHASE Roll 1D6 for each coastal territory you control. On a roll of 1 the territory produces no income this turn.

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FAMINE PHASE Roll 1D6 for each territory you control. On a roll of 1 the territory produces no income this turn. On a roll of 1-2 desert territories produce no income this turn.

MINE DISASTER PHASE Roll 1D6 for each mine you control. On a roll of 1 the mine is destroyed.

LEADER PHASE Roll 1D6. On a roll of 1 place a Leader counter on one of your armies. An army may have only one Leader. Excess leaders are discarded.

REBELLION PHASE Roll 1D6 for each territory you control. On a roll of 1 the territory rebels. Place 1D2 Rebel Army counters in the territory. On a roll of 1-2 on 1D6 one of the Rebel armies has a Leader. The territory produces no income until the Rebel Armies are destroyed.

PRODUCTION PHASE Each of your farms and mines produce revenue equal to the income value of the resource they are exploiting. Towns generate income equal to the population of the territory. Ports generate income equal to 1 + the number of adjacent territories.

INVESTMENT PHASE Gain 2D6 income from European investors.

INFRASTRUCTURE PHASE Build Structures and raise armies. You can only spend what you have earned this turn. You cannot spend profit from previous turns. Structure Table Type Cost Notes Farm 3 Exploit Crops, Livestock, and Exotics/Luxuries Mine 10 Exploit Oil, Gold, and Diamonds Fort 6 Defense +1 Town 10 Port 8 Requires a Town Army Table Type Cost Upkeep Combat Bonus Terrain Bonus Rebel 6 1 +0 +1 in Jungles Native 6 1 +0 +1 in Jungles Colonial 9 2 +2 +1 in Mountains European 12 3 +4 +1 in Plains European armies must start in a territory with a port. Native & Colonial armies can start in any territory you control. You cannot buy rebel armies.

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MOVEMENT PHASE Your Armies can move to adjacent territories. More than one army may occupy a space. An army that is already in a territory with a hostile army cannot move into a space controlled by an opponent. Armies with leaders can move 2 spaces. Rebel armies never move.

DIPLOMACY PHASE If an army moves into a territory controlled by no player roll 1D6. On a roll of 1-3 the natives resist: Place 1D2 Rebel Army counters in the territory. On a roll of 1-2 on 1D6 one of the Rebel armies has a Leader. The territory produces no income until the Rebel Armies are destroyed.

BATTLE PHASE Enemy armies in the same territory will fight. Each army rolls 1D6 and adds modifiers to get a Force Total. This includes terrain and army type modifiers. An Army with a leader gets +2. An army destroys 1 opposing army with a Force total equal to or less than its. Two or more armies may combine their force totals to destroy one enemy army. Leaders are destroyed with their army.

UPKEEP PHASE Pay upkeep for each army. If upkeep is not paid the army disbands.

PROFIT PHASE All money not spent this turn is profit for your European Investors.

CONTROL PHASE If only your armies occupy a territory, remove any enemy control markers, and put down one of your own. Take control of all structures in the territory.

GAME DESIGNERS NOTES This is Africa of course, but it doesn’t have to look like it.

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DARK SUN ADVENTURE

INTRODUCTION Board and card game for 2+ players. (High solo potential) Based on the AD&D Dark Sun Campaign Setting.

THE MAP The Map is a Track 40 spaces long with start & end spaces.

RANDOM MAP & CARD GENERATOR Another Stunning Addition by Peter Cobcroft: Click here With these additions, you should be able to play a game right away.

PIECES & DICE Each player has a Pawn of a unique color to represent his Adventuring Party 20 & 6 sided dice are needed.

DECKS 636

There are 2 common decks: The Character Deck and the Event Deck

THE CHARACTER DECK You control a party of adventurers (initially six). Adventurers are also referred to as Characters. Characters differ in Race and Class. There are 4 Class types: Mage, Ranger, Thief, and Fighter.

THE EVENT DECK Players share a common Event Deck. The deck has 3 types of cards: Aid cards, Event cards, & Foe cards There are 2 types of Foes: Monsters & Humanoids. Aid cards include: Weapons, Armor, Items, Psionic Powers, & Spells. Only Fighters can use Armor. Any class except Mages can use Weapons. Only Mages can use Spells. Any Character can use a Power card.

VICTORY Return your party to the Start space with the Rod of Divining.

SETUP Roll on the Terrain table for each space on the board. Each player gets to draw 6 Character cards. Each player is dealt a hand of 7 Event cards. Players roll high on 1D20 to see who goes first. Player’s pawns start in the start space. A Token representing the Rod of Divining is placed in the End Space. The Start space is a City. The End space is a Ruins.

COURSE OF THE GAME Phase I Players take turns moving their Parties towards the End space. Phase II The party that reaches the End space first gains possession of the Rod of Divining. To win, that party must turn around & move back to the Start space. This party becomes known as the Rod party. Opposing Parties can now move in either direction. If an opposing party defeats the Rod party in battle, they gain possession of the Rod of Divining and become the new Rod party.

TERRAIN TABLE Each space of the track will be one of several types: 1D20 Type: Water Notes: 1 City State Y Civilized 2 Village Y Civilized 3 Ruins 16 Foes get +2 4 Scrub Plains 14 5 Forest Ridge Y 6 Canyon 12 7 Oasis Y

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8 9 10 11 12 13 14 15 16 17 18 19 20

Sandy Wastes Stony Barrens Rocky Badlands Salt Flats Mountains Silt Basin Boulder Fields Smoking Lands Tree of Life Sand Dunes Open Bled Desert Hinterlands

18 16 16 18 14 18 16 18 10 18 18 18 16

Peril Level = 8 Peril Level = 10

CHARACTER DECK CARD LIST Name: Halfling Clan Protector Halfling Guide Halfling Druid Shaman Freed Mul Gladiator Escaped Mul Slave Thief Dwarf Weapon Master Dwarf Defender Dwarf Geomancer Half Elf Outcast Half Elf Beast Master Half Elf Illusionist Human Templar Inquisitor Human Water Priest Human Psionic Warlock Human Bard Assassin Human Cosmologist Human Defiler Wizard Human Gladiator Human Preserver Wizard Elf Nomad Raider Elf Silt Stalker Elf Desert Trader Elf Windsinger Half Giant Pit Fighter Half Giant Mercenary Mantis Warrior Thri-kreen Hunter

Class R M F F F M T R M M M T T M M F M F R T M F F F R

Notes: F Survival +1 Survival +1 Survival +1 Force +2 vs Humanoids T Force +1 May use 2 Weapons in Battle Armor Card gets +4 Force Spell Card gets +2 Force Survival +1 Force +2 vs Monsters Discard a card for +2 Stealth Force +1 Discard a card for +2 Survival Psionic Power Card gets +2 Force Stealth +1 May use 2 Spells in Battle Discard a card for +2 Force Weapon Card gets +2 Force Discard a card for +1 to any Roll Stealth +1 Stealth +1 In Trade Phase Discard 1 card to draw 1 card Stealth +1 Force +2 & Stealth –1 Force +1 Force +2 & Cannot use Armor Force +1

CLASS BONUSES Class: Abbreviation Fighter F Ranger R Thief T Mage M These Bonuses are in addition

TURN SEQUENCE Players take turns. Each turn has 8 Phases: Event Phase Trade Phase Survival Phase Recruit Phase

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Notes: Force +1 Survival +1 Stealth +1 Can use Spells to those listed in the Character Deck Card List.

Move Phase Encounter Phase Stealth Phase Battle Phase

EVENT PHASE Draw 2 cards from the Event Deck If the deck runs out, shuffle the discard & draw from it. Max hand size = 7 cards. Discard excess cards.

TRADE PHASE If you are in a City or Village, draw an Event extra card for every Thief you have in your party. You may play a Trade card to draw 2 cards or discard your hand and draw 5 new cards.

SURVIVAL PHASE Each Terrain type has a Water Level (See the Terrain Table). Roll 1D20. This is the Survival Roll. If the Modified survival roll is less than the Water level, your party Finds no water this turn and gets 1 Dehydration Token. If the Modified survival roll is equal to or greater than the Water level, your party finds water: Remove all accumulated Dehydration tokens. Every time you accumulate a Dehydration token after the second, one Random Party member dies from thirst. Parties in Terrain with a Water level of Y will always find water.

RECRUIT PHASE If you have less then 6 Characters roll 1D20. This is the Recruit Roll. On a roll of 18+ gain 1 new party member. Add 3 to the roll if you are in a City or Village Space.

MOVE PHASE Move your party 1D6 spaces. This is known as the Move Roll. Add 1 for every Ranger in your party. (Forward in Phase I or either way in Phase II.) You may play 1 Transport card to move an additional 1D6 spaces.

ENCOUNTER PHASE If you are in a space not occupied by an opposing party, any Opponent may play one Foe, Peril, or Delay card on you. Foes are handled in Battle Phase. Delay cards cause you to miss your next turn. If a Peril card is played roll 1D20. Treat this like a survival roll in Survival Phase. Peril cards have a Peril Level. If the Modified survival roll is less than the Peril level, you lose one random party member. Civilized Perils use Stealth instead of Survival Modifiers.

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STEALTH PHASE If in Move phase you landed on an opposing party, or an opponent played a Foe on you in Encounter Phase roll 1D20. This is the Stealth Roll: On a modified roll of 20+ if you wish, you avoid the Encounter: No Battle Occurs. On a modified roll of 15+ you surprise the Foe and get Force +4 in Battle Phase.

BATTLE PHASE If in Move phase you landed on an opposing party, or an opponent played a Foe on you in Encounter Phase, you must fight. Determine the Force Total of your Party… Force Total = 1D20 + # of Party Members + All Force Bonuses You may play one Spell per Mage in your Party. You may play one Psionic Power or Item per Party Member. You may play one Weapon per Non-Mage Party Member. You may play one Armor per Fighter in your Party. You may play one Ally per Battle. Note: the 1D20 is referred to as the Battle Roll. Determine the Force Total of the opposing party the same way. Reroll ties. The side with the higher total wins. The loser must discard one random Character. The winning party gets the Attachments of the discarded character. The Force Total of a Foe = 1D20 + Foe Level. If you Defeat a Foe draw 3 cards. If you lose vs a Foe, discard a random character. At the end of the phase, discard any Foe card and Discard all played Spells, Items, Weapons, Armor, Allies, and Power cards.

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CARD LIST NOTATION Card Type: W = Weapon A = Armor I = Item S = Spells P = Psionic Power H = Humanoid Foe M = Monster Foe B = Beast Foe T = Trade Card D = Delay Card N = Natural Peril Card

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C L R X

= = = =

Civilized Peril Ally Transport Card Special

EVENT DECK CARD LIST Card Name: Sand Storm Dust Storm Ash Storm Lost Heat Wave Heat Exhaustion Desert Twister Quicksand Dangerous Fall Assassin Templar Accusation Telekinesis Tower of Iron Will Mental Barrier Thought Shield Intellect Fortress Empathy Telepathy Psionic Blast Psychic Crush Chameleon Power Danger Sense Precognition Combat Mind Domination Inflict Pain Teleport Disintegrate Awe Invincible Foes Ego Whip Mind Thrust Psychic Drain Botanical Enchantment Kank Lancers Cistern Fiend Dragon of Tyr Tarek Savages Nikaal Nomads Pyreen Elf Night Runners So-Ut Rampager Braxat Water Hunters Veiled Alliance Psychic Vampire Ride Kanks Gith Ambushers Desert Warriors War Chariot Howdah Wagon Arakocra Flock Kenku Kidnappers Scale Mail Splint Mail Stiffened Leather

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Type D D DN D N N DN N N C C P P P P P P P P P P P P P P P P P P P P P P S H M M H H L L M H L L H R H H R R R L H A A A

Force +3 +1 +1 +1 +1 +2 +2 +3 +3 +1 +1 +2 +2 +3 +3 +3 +3 +3 +3 +2 +2 +3 +3 7 15 20 6 4 +4 9 10 +2 8 5 5 +2 5 +2 +2 +2

Notes: Peril Level = 10 Peril Peril Peril Peril Peril Peril Peril

Level Level Level Level Level Level Level

= = = = = = =

14 13 14 12 11 13 15

+3 vs Humanoids +3 vs Humanoids +3 vs Humanoids +3 vs Humanoids Look at Opponents Hand Look at Opponents Hand Or use for Stealth +4 Or use for Stealth +4 Or Discard to look at next 7 cards in Deck

Or use as Transport Card

Potions Or use as +3 Force Ally Surprise Roll –4 Ancient Defiler Dragon Or use as +3 Force Ally Or use as Trade card Psionic Druid Stealth +3 Great Beast Huge Horned Armored Hunter Survival +3 Counts as a Mage Free-Willed Undead Large Grasshopper Mounts Reptilian Elves Or use as +2 Force Ally Or use as +2 force Ally Or use as Trade card (Cart) Or use as Trade card Avian Humanoid Eagle Head Avian Humanoid Hawk Head Chitin Plates Bone Plates Molded & Hardened

Fighting Sticks Shield Padded Armor Piecemeal Armor Steel Sword Horned Helmet Braxat Hide Armor Ride Inix Ride Kanks Ride Mekillot Erdlu Eggs Kank Honey Chatkcha Gythka Impaler Quabone Wrist Razor War Club Bronze Battle Axe Crossbow Javelins Stone Dagger Conjure Elemental Dust Devil Animate Rock Call Lightning Control Weather Wind Walk Flame Strike Endure Heat Pyrotechnics Create Water Animate Dead Control Monster Resurrection Detection Invisibility Neutralize Poison Divination Illusions Familiar Arena Combats Giant Strength Potion Landmark Well Giant Ant Lion Basilisk Yaun-Ti Scorpion Slicer Beetles Caravan Trading Outpost Wyvern Sand Elemental Dao Bulette Dragonne Obsidian Golems Razorwings Asp Belgoi Dune Freaks Gaj Athasian Giants Tembo Silt Skimmer

W A A A W A A R R R I I W W W W W W W W W W S S S S S S S S S S S S S S S S S S S H I R R M M H B M T T M M H M M M M B H H M H M R

+2 +2 +2 +2 +3 +3 +2 +2 +3 +2 +1 +2 +2 +3 +3 +2 +1 +3 +2 +2 +3 +1 +2 +3 +1 +1 +2 +2 +2 13 +3 10 11 9 3 6 7 8 13 8 12 10 5 3 2 5 11 10 8 -

Stretched Leather Woven Giants Hair Bronze Plates Magical Magical 16 Foot Lizard Giant Katydids 6 Ton Lizard Survival +3; Large Flightless Birds Survival +3 Crystal Throwing Wedge Polearm with Blades at each end Shaft with blades forming a T Flexible Bone Rod 3 Blades Studded with Flint Chips Poisoned Darts

Or use for Survival +3 Or use as Transport Card Or use for Survival +3 Or use for Stealth +3 Use for Survival +5 Extra +2 vs Humanoid Foe +5 Force vs Monster Foe Recruit Roll +10 Look at Opponents Hand Use for Stealth +4 Defeat Poisonous Foe Look at next 7 cards in Deck Use for Stealth +4 Use for +1 to any roll In City or Village only Or use as Trade card Or use for Survival +5 Sand Trap Petrifying Gaze Psionic Snake Men Poisonous Pincers Or use as Survival +3 Or use as Survival +3 Poisonous Dragon Stealth Roll -3 Evil Earth Djinn Armored Land Shark Lion Dragon Immune to Psionics Flying Predators Poisonous Snake Humanoid Cannibals Burrowing Humanoids Psionic Insect Horror Immune to Psionics Monstrous Baby Eaters Or use as Trade card

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LINKS Link Page

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DARK SUN EMPIRES

INTRODUCTION Dark Sun AD&D Theme. Each player is a Sorcerer King in Control of a City State of Athas. Module for the Warp Empires system. You must use the Warp Empires system to play this game.

DISCLAIMER Dark Sun is a copyrighted, licensed property. This is merely a fan site.

MAP Fantasy Europe. If making a Random map roll for contents of each territory: 1D6 Terrain Type: 1 City State (Revenue = 7 Gold per turn) 2 Village (Revenue = 2 Gold per turn) 3 Safe (Forest, Oasis, Tree of Life) 4 Desert (Open Bled, Dunes, Salt Flats, Plains 5 Rocky (Barrens, Badlands, Wastes, Boulder Fields) 6 Perilous (Canyons, Ruins, Silt Basin, Mountains, Volcanic) Units cannot enter Perilous Terrain

VICTORY Destroy all Opposing Sorcerer Kings.

SETUP Each player starts in control of 1 City-State and the surrounding Territories. Each player starts with 1 Sorcerer King Unit and 5 random units in the Capital. Each player starts with 10 Gold.

ACTION DECK 645

Players share a common Unit Chit Pile & Action Card Deck.

RECRUIT PHASE Units must start in City States.

UNIT LIST NOTATION L W T F M S R

= = = = = = =

Leader Wizard Troops Fast Medium Move Rate Slow Fortifications

UNIT LIST Unit Name: Sorcerer King Templar Commander Noble Officer Mercenary Captain Templars Warrior Priests Kings Bodyguards Noble Troops Half-Giant Troops Obsidian Golems Mul Troops Dwarf Soldiers Warriors Kank Lancers Outriders Mekilot Siege Tower Elite Warriors Psionic Master Elemental Clerics Defiler Wizard Preserver Wizard Druid Soldiers Slave Soldiers Gladiators Pit Fighters Mercenaries Thri Kreen Hunters Elven Nomads Elven Raiders Stone Walls Fortifications

# 4 4 4 4 2 2 4 2 1 2 2 3 2 2 2 4 2 2 1 1 1 6 6 1 1 4 1 1 1 8 4

Move F F F F M M M M M M M S M F F S M F F F F F M M M M M F F F -

Force 10 7 6 5 8 8 7 6 9 10 7 6 5 5 4 5 7 6 8 9 7 5 4 3 7 6 5 8 6 5 4 8

CARD LIST NOTATION M = Move E = Event EI = Intrigue Event EB = Battle Event SB = Battle Spell (Requires Wizard in Stack) S = Spell

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Type L/W L/W L L T/W T/W T T T T T T T T T T T W W W W W T T T T T T T T R R

Notes

+5 vs Settlements

COMMON DECK CARD LIST Card Name March March Orders Grand March Assassin Open Rebellion Revolt Fire Storm Expose Traitor Animate Dead Mind Control Spies Disease Pestilence Famine Halfling Infiltrators Sandstorm Wall of Fire Divivnation Elven Traders Merchant Caravan Surprise Attack Bold Ploy Slaughter

# 12 8 4 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Type M M M EI EI EI SB EI SB SB EI E E E E E SB S E E EB EB EB

Notes Move 1 Stack Move 2 Stacks Move 3 Stacks Kill Target Leader Put 2D6 Force = 1 Rebels in target city Put 1D6 Force = 1 Rebels in target village Kill 1 Random opposing unit Negate Intrigue card Gain a Force = 5 Unit this Battle Control Random Enemy unit this battle Look at stack or opponents hand Kill random unit in adjacent stack Target City produces no income Target Village produces no income Kill random unit in adjacent stack Negate Move Defending Stack gets unit Force = 8 Look at next 10 cards in deck Gain 1D6 Gold Gain 2D6 Gold All Attackers get Force +2 Stack gets Force +10 Losing side is completely eliminated

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DARK SUN SKIRMISH

INTRODUCTION Board & card game for 2 players.

DISCLAIMER Dark Sun is a copyrighted property. This is just a fan site.

VICTORY Destroy all enemy characters.

THE MAP Use an 8x8 chessboard.

CHARACTERS Use chits or miniatures to represent creatures. Each player draws 8 unique characters from the Character Deck.

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CHARACTER CARD LIST NOTATION F = Fighter M = Mage

CHARACTER DECK CARD LIST Name Halfling Clan Protector Halfling Guide Halfling Druid Shaman Freed Mul Gladiator Escaped Mul Slave Thief Dwarf Weapon Master Dwarf Defender Dwarf Geomancer Half Elf Outcast Half Elf Beast Master Half Elf Illusionist Human Templar Inquisitor Human Water Priest Human Psionic Warlock Human Bard Assassin Human Cosmologist Human Defiler Wizard Human Gladiator Human Preserver Wizard Elf Nomad Raider Elf Silt Stalker Elf Desert Trader Elf Windsinger Half Giant Pit Fighter Half Giant Mercenary Mantis Warrior Thri-kreen Hunter

Type F M F F F M F F M M M M F M M F M F F F M F F F F

Hits F 1 1 2 F 2 2 1 1 2 1 2 1 1 2 1 1 2 1 2 1 1 1 3 3 2 2

Skill Card: 1 Dodge: Defense Scout: Look at Opponents Hand Magics: Draw 2 cards (Max 1/turn) Killer Instinct: Attack Range =1 2 Run Away: Defense Slay: Attack Range =1 Block: Defense Stone Rain: Attack Range =4 Archer: Attack Range = 3 Beast Attack: Attack Range = 3 Illusions: Defense Command: Negate Move Heal: Restore 1 Hit Range = 1 Psionic Attack Range = 3 Hidden Weapon: Attack Range =1 Magics: Draw 2 cards (Max 1/turn) Death Magic: Attack Range =4 Death Blow: Attack Range =1 Heal: Restore 1 Hit Range = 1 Archer: Attack Range = 4 Stalk: Move Range = 3 Items: Draw 2 cards (Max 1/turn) Fly: Move Range = 4 Mighty Blow: Attack Range = 1 Tough Hide: Defense Chitinous Armor: Defense Speed: Attack Range = 1

SETUP Each player places one Character on each square of his back row. Units may not stack.

THE CARDS Players share a common deck. Each Character can use Skill cards for different effects.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Battle Phase

ORDERS PHASE Draw 2 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards.

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Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your Characters. Characters cannot move through other units. (Exceptions: Teleport Spell) The move card has a number. This is the number of spaces the Character moves. The Unit tables list what type of Move cards each Character can use. Moves are diagonal or orthogonal (like a Queen in Chess). Instead of moving just one Character in any direction, you have the option of moving one or more Characters forward the indicated number of spaces using a single move card.

BATTLE PHASE Play (discard) an Attack card to have a Character attack. The attack card has a number. This is the range of the attack. Attacks are diagonal or orthogonal (like a Queen in chess). The enemy unit that is the target of the attack takes one point of damage. Characters reduced to zero Hits are killed and are removed from the map. Characters cannot attack through other creatures.

CARD LIST NOTATION M = Movement MM = Move by Mage only A = Attack S = Skill AP = Psychic Attack AF = Attack by Fighter only AM = Attack by Mage only D = Defense vs Non-Psychic Attack only DP = Defense vs Psychic Attack only DF = Defense vs Non-Psychic Attack only by Fighter only DM = Defense vs Non-Psychic Attack only by Mage only X = Special XM = Special by Mage only Type = Purpose of card # = Number of that type of card in the deck

COMMON DECK CARD LIST Card Name: Advance Run Charge Skill Telekinesis Tower of Iron Will Mental Barrier Thought Shield Intellect Fortress Empathy Telepathy Psionic Blast Psychic Crush Chameleon Power Danger Sense

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Type M M M S A DP DP DP DP X X AP AP D D

Range 1 2 3 3 4 3 -

Notes 10 in deck 10 in deck 10 in deck 6 in deck

Look at Opponents Hand Look at Opponents Hand

Precognition Combat Mind Domination Inflict Pain Teleport Disintegrate Awe Ego Whip Mind Thrust Psychic Drain Scale Mail Splint Mail Stiffened Leather Fighting Sticks Shield Padded Armor Piecemeal Armor Steel Sword Horned Helmet Braxat Hide Armor Chatkcha Gythka Impaler Quabone Wrist Razor War Club Bronze Battle Axe Crossbow Javelins Stone Dagger Dust Devil Animate Rock Call Lightning Wind Walk Flame Strike Pyrotechnics Control Monster Resurrection Detection Invisibility Divination Illusions Familiar

X A X AP M A N AP X X DF DF D A DF DF DF AF DF DF AF AF AF AF AF AF AF AF AF A DM AM AM MM AM DM XM XM XM DM XM DM DM

1 2 2 5 3 2 1 2 1 1 1 1 1 1 4 3 1 2 4 5 3 2 1 -

Look at next 7 cards in Deck Take control of Target

Opponent must discard 2 Random cards Steal 1 random card from opponent Chitin Plates Bone Plates Molded & Hardened Stretched Leather Woven Giants Hair Bronze Plates

Crystal Throwing Wedge Polearm with Blades at each end Shaft with blades forming a T Flexible Bone Rod 3 Blades Studded with Flint Chips Poisoned Darts

Take control of target Character Put killed Character back in Play Look at Opponents Hand Look at next 7 cards in Deck

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DEATH RACERS INTRODUCTION Mad Max style post-apocalyptic gang-warfare road combat.

GANGS Each player starts with a gang of 6 Vehicles. Roll on the Vehicle Table to see what each vehicle is. Use a separate index card to keep tract of each vehicle. Each vehicle will have a number of pieces of Equipment equal to its size. Roll on the Equipment Table to see what each piece of Equipment is. Roll to see how many times each piece of equipment can be used.

THE ROAD The road is a track divided into 100 segments. The first square is the Start square. Add 1D6 obstacle counters to random spaces on the Map

VICTORY Look at the opposing vehicles. Designate one player as the Slow Gang. The other player is the Fast Gang. The Slow gang wins if he gets 3+ his vehicles to the end of the tract, Otherwise the Fast gang wins.

DESTROYING VEHICLES If all the crew of a vehicle are killed, the vehicle is abandoned. Ramming and Fire may destroy vehicles outright.

SETUP All vehicles of the Slow gang start in the Start space. The Fast gang player may place his vehicles on any spaces. The slow gang goes first.

TURN SEQUENCE Each vehicle gets a turn. Each turn has 5 phases: Drop Phase Ride Phase Missile Phase Ram Phase HTH Phase

Players alternate.

DROP PHASE If a vehicle has Tacks or Oil it may drop one load.

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Place a counter of the appropriate type in the vehicles current space.

RIDE PHASE Each of your vehicles may move 2D6 spaces forwards or backwards. If a vehicle has a negative speed modifier, you must reduce the roll by that amount. If a vehicle has a positive speed modifier, you may increase the roll by that amount. If you moved past or landed on a Tacks or Obstacle, or Oil counter roll 2D6 and add your Maneuverability modifier. If the modified roll is 7+ you evade the counter. Add +1 to the roll if the counter is one of yours. If you fail a Tacks counter your speed becomes –2 permanently. If you fail an Oil or Obstacle counter your vehicle cannot move next turn. If you occupy the same space as an abandoned vehicle, instead of moving, you may transfer 1 or more crew to the abandoned vehicle and take control of it. If you occupy the same space as a friendly vehicle, instead of moving, you may transfer 1 or more crew to the friendly vehicle.

MISSILE PHASE If you are in range (forwards or backwards) with one or more of your weapons with a Range score of 1+ you may attack a target vehicle. Each weapon rolls 1D6 and adds its To Hit Modifier. (+1 if Range = 1) Each target vehicle rolls 1D6 and adds its Armor Modifier. If the Weapon roll is higher the Vehicle loses 1 crew. If the weapon is a Fire weapon there is a further 1 in 6 chance the vehicle goes up in a Ball of Flame (Destroyed & all crew killed) Instead of aiming at the crew you may aim at the tires: If you hit, the speed of the target becomes –2 permanently.

RAM PHASE If you share the same space as an enemy vehicle you may ram it. Each vehicle rolls 1D6 and adds their Size & Ram Modifiers. The Higher roll wins. The loser cannot move next turn and has speed –1 permanently. If the target has a better speed or maneuverability than the rammer he may avoid the Ram contest on a roll of 4-6 on 1D6. If you lose a ram contest roll 1D6: On a roll of 5-6 your vehicle is destroyed and all crew are killed (Flipped, smashed, rolled over, crushed, go over cliff)

HTH PHASE If you share the same space as an enemy vehicle you may attack it in HTH (Hand-to-Hand) combat. Each vehicle rolls 1D6 and adds their Crew and HTH Modifiers. The Higher roll wins. The loser loses 1D3 Crew permanently. If the target has a better speed or maneuverability than you he may avoid the HTH contest on a roll of 4-6 on 1D6.

VEHICLE TABLE 1D12 1 2 3 4 5 6 7

Type Motorcycle Dune Buggy Sportscar SUV Van Bus Pickup Truck

Speed +1 +1 +2 --1 -1 --

Mnvr +3 +2 +1 ---2 --

Armor 0 0 1 2 2 3 2

Size 1 2 2 3 3 4 3

Crew 1 3 2 4 4 6 4

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8 9 10 11 12

18 Wheeler Muscle Car Dragster Jeep Compact

-1 +1 +3 -1 -1

-2 +1 -1 +2 +1

3 2 1 0 1

6 2 2 2 2

8 3 2 3 3

EQUIPMENT TABLE 1D20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Type: Pneumatic Dart gun Nitros Armor Plates Drag Chutes Flame Thrower Rockets Ramming Spar Buzz Saw Tin Tacks Oil Dropper Bows & Arrows Modified Engine Passenger Shotgun Spiked Wheels Molotov Cocktails Crossbows Grappling Hooks Harpoons Pistol

Notes: Range = 4 (2D6 uses only) Speed +4 (1D3 uses only) Armor +1 Maneuver +4 (1D3 uses only) Range = 2 (To Hit +2) (1D6 uses only) Fire Range = 6 (1D3 uses only) (lose 1D3 crew) Ram +1 Ram +1 (1D3 uses only) (1D3 uses only) Range = 2 (HTH +1) Speed +1 Crew +1 Range = 2 (To Hit +1) (1D6 uses only) HTH +2 Ram +1 Range = 2 (1D6 uses only) Fire Range = 3 (HTH +2) Range = 2 (1D3 uses only) HTH +1 Range = 2 (1D3 uses only) HTH +1 Range = 1 (1D6 uses only) HTH +2

ZAKS ARMORED TRAIN VARIANT Special Vehicle: Armored Train Speed -2 Manoeuvre -3 Armor 5 Size 10 Crew 12 Special Stats: Ram +2, has a standard Pneumatic Dart Gun and cannot use the Armor Plates equipment (reroll). Special movement rule: the train moves always 1D3+1D3 spaces forward (no reverse move is possible) The Slow Gang can pick the train instead of two standard vehicles: in alternative a special scenario can be created for it.

GYROCOPTER VARIANT Special Vehicle: Gyrocopter Speed +5 Manuver +3 Armor 3 (Not armor but difficulty to hit) Size 2 Crew 1 Notes: Cannot ram or be rammed. Cannot attack or be attacked in HTH. Can only attack or be attacked in missile phase. One of its Equipment choices is automatically Molotov Cocktails with 2D6 uses.

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DEITY INTRODUCTION Players assume the roles of certain lesser Demigods. Each demigod begins with a small band of worshipers. Gain power by building temples and helping your population grow. Crush your enemies populations with acts of god and the armies of the faithful. The last remaining immortal is the one true Deity.

OBJECTIVE Destroy all of your opponent armies, populations, and temples.

WORLD BUILDING PREGAME SETUP PHASE Use a 10 x 10 or 12 x 12 blank hex map. Each player takes a turn drawing and then placing a Terain counter on the map. Counters are drawn at random from the terrain pile. The first player places his counter anywhere on the map. Counters must be placed adjacent to a counter already placed. A player may discard his counter and draw a new one twice during setup. Spaces without terrain counters are considered to be oceans or inland seas.

SETUP Each player rolls 4D6 to determine their starting population. If the Gods favor you, your rolls will be high. These may be placed in any one plains hex, not within 6 spaces of opposing units. Players start with no cards, armies, or temples. Players roll high to see who goes first.

TURN SEQUENCE Players take turns. Each turn has 7 phases: 1 Draw Phase 2 Build Temple Phase 3 Raise Armies Phase 4 Population Growth Phase 5 Miracle Phase 6 Battle Phase 7 Movement Phase

DRAW PHASE Each player draws one card plus a number of cards equal to the number of temples he controls. A player may have a maximum of 7 cards in his hand. Excess cards are discarded.

BUILD TEMPLE PHASE Replace six Population counters in a single hex with a Temple counter.

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A space may only contain a single Temple. Temples cannot be built adjacent to other Temples. You may build multiple Temples in this phase.

RAISE ARMIES PHASE Replace up to half of the Population counters in a hex with Army counters. You may raise armies in multiple spaces in this phase. Armies already existing may be converted back to Population counters.

POPULATION GROWTH PHASE Place a Population counter on each space you control not occupied by an Army or a Temple. The number of markers in a hex cannot exceed the Terrain limit. Discard excess counters.

MIRACLE PHASE A player may use none, some, or all of his cards. Most cards (miracles) are played during this phase. Some cards are used during other phases. A card is used to ‘perform a miracle'.

BATTLE PHASE Armies may attack units in adjacent hexes. Population counters may not attack. The attacker rolls 2 dice for every attacking army. The defender rolls 2 dice for every defending army. The defender also rolls 1 die for every 2 population counters rounding up. Every roll of 1 on D6 indicates one enemy counter is destroyed. Armies are destroyed before populations & populations before Temples. This procedure is repeated until: All attacking armies are destroyed. The attacker decides to retreat. all defending counters are destroyed.

MOVEMENT PHASE Population counters & armies may move one space. Temples cannot move.

CARD LIST

NOTES

Earthquake Target hex: Destroy 1D6 counters Crumble Destroy target Temple Tidal Wave Coastal space: Destroy 1D6 counters Volcanic Eruption Mountain space: Destroy 1D6 counters Flood Target coastal hex and all adjacent hexes lose 1 population counter each Alter Land Draw a terrain counter. Replace target terrain on map with it Create Land Draw a terrain counter. Put counter on target water hex Destroy Land Discard target empty coastal hex Sacrifice Discard 3 population counters to draw 2 cards Prophet Target hex and all adjacent hexes produce 1 additional population counter

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Holy War Armies get to attack twice this turn if they survive their first attack Chasm Destroy all armies in target space Fire Forest space: Destroy 1D6 counters Famine Target hex and all adjacent hexes gain no population this turn Plague Target hex: Destroy all but 1D6 counters Fertility Double the number of population counters in target space Monsters Place 1D3 monster counters on any empty space. Treat them like armies except they cannot move & they cannot be turned into population counters. You control them Blight Put blight counter on empty hex. No counters may enter this space. Each turn roll 1D6 at the beginning of Miracle phase. On a roll of 1 the Blight disappears Sanctuary Counters may not attack target space this turn Draught Target Desert hex and all adjacent hexes lose 1 population counter each Godspeed Move some or all of the nontemple counters in target space to another space up to Three hexes away Pestilence Target Swamp hex and all adjacent hexes lose 1 population counter each Ressurrection Play at end of battle phase. Bring back to life all counters destroyed this turn in target hex Abjuration Negate the effects of a card played by another player Hurricane Target ocean hex: All adjacent hexes lose 1 population counter each Repopulate Target hex you control gains 1D6 Population counters

NOTES The deck should contain two of each card.

TERRAIN COUNTERS LIST # 10 10 20 5 10 5

TYPE NOTES Mountains Defense: One less counter destroyed by attacking armies per roll; Maximum 10 counters Forests Maximum 15 counters Plains Maximum 20 counters Swamps Temples cannot be built in swamps; Maximum 10 counters Deserts Maximum 10 counters River Valleys In setup one facing must be kept exposed to the water; Maximum 25 counters

NOTES In setup put out all terrains except five to be kept in reserve. The maximum counter figures are the terrain limits.

OTHER COUNTERS LIST Each side gets an unlimited number of population, army, and temple counters.

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DENIZENS OF THE DEEP INTRODUCTION When Atlantis sunk into the sea, the only survivors who could still occupy the city were the Mermen and the Tritons. Even then, the inhabitants of Atlantis were still plagued with numerous enemies. The evil and powerful Sea Witch has summoned all the enemies of Atlantis together to destroy the city. The Sea King and his faithful allies stand ready to repel the monstrous horde.

GAME CONCEPT Set piece tactical battle for 2 players. One player is the Sea King, the other is the Sea Witch.

DICE Six sided dice are needed.

THE MAP Use a Hex map. Each hex contains one of the listed deep or shallow terrain types.

DEEP WATER TERRAIN TYPES (BENTHOS, ABYSS) Open Ocean- No special rules. Mountain Peaks- No units may enter. Upwelling- All attacks into or out of this space are at one less Attack die to a minimum of 1 AD. Pack Ice- Cost 2 Moves to enter. (Also Fronts) Current- Put arrow in space. In End phase, move unit 1 hex in direction of current. Only 1 such move per turn. Vortex- Any units that enter are destroyed. In End phase, any units adjacent are sucked in on a roll of 1 on 1D6. Sargasso- Cost 2 Moves to enter.

SHALLOW WATER TERRAIN TYPES (CONTINENTAL SHELF) Mud Flats- No special rules. (Also Sandy Bottoms) Sandy Surf- Cost 2 Moves to enter. (Also Large Jagged Rocks, Rocky Bottom, Tidal Flats) Land- No units may enter. (Also Island, Solid Ice, Sandbar) Shoreline- - No units may enter. (Also Beach, Breakwater, Sea Walls) River Outflow- Same as Current. Coral Reef- - Units get +1 to hide. Cost 2 Moves to enter. Kelp Forest- Units get +2 to hide. Cost 2 Moves to enter. (Also Seaweed) Mangrove Estuary- Units get +2 to hide. Cost 2 Moves to enter. Ruins- Units get +1 to hide. Cost 2 Moves to enter. Buildings- Units get +2 to hide. Cost 2 Moves to enter. Whirl Pool- Units that enter receive an attack of 1 AD.

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Attacks into or out of this space are at 1 less AD to a minimum of 1. Hydrothermal Vent- Units get +2 to hide. Cost 2 Moves to enter. Units that enter receive an attack of 1 AD. Lava Flow- Any units that enter are destroyed. In End phase, any units adjacent receive an attack of 1 AD. Clam Bed- No special rules. (Also Sponge Beds) Sunken Ship- Units get +2 to hide. Cost 2 Moves to enter. Crevasse- Units get +1 to hide. (May be considered Deep Water) Sea Temple- Units get +2 to hide. Cost 2 Moves to enter. Sea King units get +1 AD Spawning Bed- Sea Witch units get +1 AD

CHITS Units are represented by chits (cardboard counters). Unit chits must have the name of the unit. Chits are used to mark each unit’s damage. Chits are used to mark hiding units. Chits are used to represent spells and mark their ongoing effects. Chits can be used for each unit to indicate Moves saved from first move phase.

SETUP The Sea King sets up his units along one side of the board. The Sea Witch sets up her units along the other side of the board.

SPELLS During setup units with Spells receive the indicated number of Spell chits stacked on them. Spell chits are drawn randomly from a common pile. Create 2 chits for every spell in the spell list.

VICTORY If either the Sea King, or the Sea Witch is killed, the other side wins immediately.

TURN SEQUENCE Players take turns. The Sea Witch goes first. Each turn has 4 Phases: 1. First Swim Phase 2. Attack Phase 3. Second Swim Phase 4. End Phase

FIRST SWIM PHASE A player may move each of his units a number of hexes equal to their Move (Swim) Rating. Moves not used can be saved for Second Swim Phase. (You may wish to use chits to record these saved moves) Units may not move through other units. Units may not stack. Large Units may not enter Shallow Terrain types that require two moves to enter. Units with a Paralyzation counter may not move. If a unit moves it must discard any hide counters it has.

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ATTACK PHASE A unit may attack an enemy unit that is adjacent. Units with a Paralyzation or Siren counter may not attack. Hidden units may only be attacked on a roll of 5-6 on 1D6. This is called the Search Roll. The attacker rolls a number of six sided dice (Attack dice) equal to its Attack Dice Rating (AD) The attacker gets +2 AD if attacking a paralyzed unit. For every roll = 1, the defender takes one point of damage. Damage markers (chits) are placed underneath the damaged unit. If the number of Damage Markers is equal to or greater than the Defense Rating (DR) of the unit, it is destroyed. Each unit may only make one search roll and may only attack once per turn on its controllers turn. If a hidden unit attacks, it gets two additional Attack dice, and must discard its Hide marker. Instead of attacking, a unit may attempt to hide. A unit successfully hides on a roll of 5-6 on 1D6. A unit adds its Hide Factor to the roll. Various terrains also give a bonus to this roll. Mark the hidden unit with a Hide marker chit.

UNIT SPECIAL EFFECTS Poison: Any unit that takes damage from a poisonous unit is automatically destroyed. Sting/ Shock: If the attack hits the unit takes damage and receives a paralyzation counter. Entangle: One adjacent target unit receives a paralyzation counter on a roll of 1-4 on 1D6. This is before and in addition to the units regular attack. The paralyzation counter is removed if the attacker ever moves away from the target. Mesmerize: One target unit within 2 hexes receives a paralyzation counter on a roll of 1-4 on 1D6. This is before and in addition to the units regular attack. Ranged Attack: The unit may attack target units 2 hexes away. Martyr: Any/all adjacent enemy units must attack this unit. Siren’s Call: All enemy units within 2 hexes receive a Siren counter on a roll of 1-3 on 1D6. This is before and in addition to the units regular attack. The unit with the siren counter must move towards the unit that made the Siren attack. Net Attack: One adjacent target unit receives a paralyzation counter on a roll of 1-3 on 1D6. This is before and in addition to the units regular attack. Split: The unit can divide up it’s Attack Dice to attack multiple opponents.

SECOND SWIM PHASE Moves not used in the first Swim phase may be used now.

END PHASE Some Terrain Attacks occur in End phase. Spells are cast in End phase. Paralyzed units cannot cast spells. At the very end of End phase, the active players Units that have a paralyzation or siren counters on them may remove one counter each on a roll of 1-4 on 1D6.

UNIT LIST ABBREVIATIONS 660

# = Number of that unit in the Basic game setup AD = Attack Dice DR = Defense Rating (An “L” next to the number indicates the unit is Large) MV = Move Rating HF = Hide Factor

SEA KING FORCES UNIT LIST Unit Name: Sea King Sea Knights Mermen Retaria Mer Crossbowmen Seamancer Siren (Mermaid) Merman Assassin Coral Warriors Hippocampus Riders Sea Dragon Sword Fish Dolphin Riders Sperm Whale Narwhale Giant Sea Turtle Tritons on Seahorses Giant Nautilus Mermen Mermen Honor Guard Giant Lion Fish Aquatic Elves Nixies (Sea Sprites) Plesiosaurus Giant Starfish Mystic Remora

# 1 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 4 1 1 2 1 1 1 1

AD 5 4 2 2 1 1 2 3 3 5 3 2 5 4 4 2 3 2 2 1 2 1 1 2 2

DR 5 2 1 1 1 1 1 2 1 5L 1 1 4L 3L 6L 1 4L 1 2 2L 1 1 2L 2L 2L

MV 4 4 2 2 2 1 3 2 4 5 5 5 4 3 2 3 2 2 2 1 2 3 3 1 3

HF +1 +1 +1 +1 +3 +1 +1 +1 +2 +3 +1 -

Notes 3 Spells Net attack Ranged Attack 3 Spells Sirens Call +1 AD for Hidden attacks +2 HF in Coral +1 HF in Kelp Mesmerize attack Martyr Poison 1 Spell 2 Spells Entangle 1 Spell

HF +2 +1 +1 +1 +1 +1 +1 +1 +1 +1 2 +1 +1 -

Notes 5 Spells Shock Sting Entangle, Split Entangle Entangle, Split Sting Poison Poison Split Nets Siren Song 2 Spells +1 1 Spell Poison -

SEA WITCH FORCES UNIT LIST Unit Name: # Sea Witch 1 Great White Sharks 1 Hammerhead Sharks 1 Killer Whales 1 Moray Eels 1 Manta Rays 1 Giant Crab 1 Leviathan(Monster Whale)1 Kraken (Giant Squid) 1 Sea Serpent 1 Giant Octopus 1 Giant Man-o-War 1 Sea Snakes 1 Water Naga 1 Piranha School 1 Barracuda 1 Icthyosaur 1 Sahuagin (Sea Devils) 2 Crab Men Raiders 3 Locathah (Men Fish) 4 Morkoth 1 Sea Hag 1 Kuo-Toa (Amphibian Men) Sea Spiders 1 Sea Troll 1 Drowned Sailors 1

AD 3 3 2 4 2 1 2 5 6 4 3 2 1 2 3 2 2 3 2 2 2 2 2 1 3 2

DR 5 2L 1 3L 1 1 6L 10L 8L 4L 2L 1L 1 1 3 1 1 1 2 1 1 1 2 1 2 1

MV 3 3 3 3 3 5 2 4 3 5 2 1 3 3 2 4 3 2 2 3 2 2 1 1 2 1

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NEUTRAL CREATURES UNIT LIST Unit Name Giant Oyster Giant Anemone Strangle Weed Brain Coral Island Fish Water Elemental

AD 3 3 2 0 0 4

DR 3 2 3 3 20 4

MV 0 0 0 0 1 4

HF +2

Notes: Entangle Sting, Split Entangle, Split 1 Spell -

SPELL LIST Oyster- Creates a giant Oyster under your control in a target empty Clam bed up to 4 hexes away. Anemone- Creates a giant Anemone under your control in a target empty Rocky bottom up to 4 hexes away. Strangle Weed- Creates Strangle Weed under your control in a target empty Kelp forest up to 4 hexes away. Sirens Song- Caster gains Siren Call ability for 3 +1D3 turns. Freeze- Target hex up to 4 hexes away becomes Pack Ice. Any unit there receives 2 Paralyzation counters. Whirlpool- Create a Whirlpool in a shallow hex up to 4 hexes away. Vortex- Create a Vortex in an empty deep hex up to 4 hexes away. Eruption- Create Lava in an empty shallow hex up to 4 hexes away. Healing- Remove 1D6 Damage &/or Paralyzation markers on any friendly units within 3 hexes. Resurrection- Place one of your destroyed units back into play adjacent to caster. Tangle Kelp- Target unit up to 4 hexes away receives 2 Paralyzation counters. Murky Depths- Put Hide counters on 3 adjacent units up to 3 hexes away. Water Elemental- Creates a Water Elemental under your control in a target adjacent empty hex. Luminescence- All units within 4 hexes have their hide markers removed. This spell can be cast anytime.

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DESERT STORM SOLITAIRE INTRODUCTION Solitaire card game with Desert Storm Theme.

THE DECKS There are 2 decks: The Coalition Forces Deck and The Iraqi Deck

TURN SEQUENCE Iraqi Phase Draw Phase Recon Phase Attack Phase Casualty Phase Scoring Phase

IRAQI PHASE Draw 5 cards (units) from the Iraqi deck. Place them face up in front of you.

DRAW PHASE Draw 5 cards (units) from the Coalition deck. Keep them in your hand. If the Coalition deck runs out shuffle the discard and draw from it.

RECON PHASE If you have a recon card you may discard it to draw 2 cards. Discard one of these cards and keep the other in your hand.

ATTACK PHASE Play a (attacking) card from your hand to knock out (destroy: discard) an Iraqi card. The ‘Target’ of card you play must match the ‘Type’ of the target Iraqi card. Repeat this process until there are no more matches you can make. Note that all cards that can target Vehicles can also target Positions. Air units cannot target SAM units. Played cards are placed face up on to the table in front of you.

CASUALTY PHASE Lay your remaining unplayed coalition cards from your hand on to the table. If there are any Iraqi cards left, they attack back, matching target to type. Each of coalition card knocked out is counted as a casualty. Discard all remaining cards to their appropriate discard piles.

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SCORING PHASE Score points for the current round. Get 1 point for every Iraqi card you knock out. Bases are worth 2 points each. If you knock out all 5 Iraqi cards get an extra 1 point. Lose 1 point for every casualty you suffer.

GAME END The game ends when there are no cards left in the Iraqi deck. Note your final cumulative score.

CARD TYPE NOTATION A V I P

= = = =

Air Vehicle Infantry Position

TARGET NOTATION A V I P R

= = = = =

Air Vehicle Infantry Position Reconnaissance

COALITION FORCES DECK Card Name: M-1A1 M-60 British Challenger Chieftain French AMX-30 AH-64 Apache Hellfire Missile AH-1 Cobra OH-58D Kiowa A-10 Thunderbolt OV-10 Bronco M-119 105mm 155mm Howitzer MLRS Hawk Chaparral Stinger M-2 Bradley M-3 Bradley

Type V V V V V A A A A A A V V V P V I V V

M-113A3 LAV-25 LVTP Dragon TOW 2 Patriot F-117A

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V V I I P A

Target V/I V/I V/I V/I V/I V/I V V/I R V/I R V/I V/I V/I A A/V/I A I V/I

Notes: Abrams Main Battle Tank Main Battle Tank Main Battle Tank Main Battle Tank Main Battle Tank Attack Helicopter Can Knock out SAM units Attack Helicopter Scout Helicopter Ground Support Attack Plane Prop Plane Towed Howitzer Self Propelled Multiple Launch Rocket System Medium Range Missiles Self Propelled Short Range Missiles Shoulder-fired Infantry Fighting Vehicle Cavalry Fighting Vehicle

V

I

R I V V A P

Light Armored Vehicle Large APC Portable Anti-Tank Missile Portable Anti-Tank Missile Missile: Can knock out SCUDS Stealth Fighter: Last to be knocked out

APC

F-4G Wild Weasel AIM-7 Sparrow AIM-9 Sidewinder F-15 Eagle Smart Bombs F-16 Fighting Falcon F-111 B52 Stratofortress A-7 Corsair II E-3 Sentry Tomahawk F/A-18 Hornet F-14 Tomcat AGM-54A Phoenix A-6 Intruder AGM-65A Rockeye Cluster Bombs AV-8B Harrier II E-2C Hawkeye Mirage 2000 Battleships Remote Control Vehicle Aircraft Carriers U.S. Army U.S Marines U.S. Special Forces Coalition Infantry Spy Satellites

A A A A A A A A A A S A A A A A A A A A S A S I I I

Can Knock out SAM Positions Missile Missile Fighter-Bomber Laser or TV Guided Fighter Tactical Strike Aircraft Strategic Bomber: Immune to SAMs Attack Plane Air Force AWACS Cruise Missile Navy Strike Fighter Navy Fighter Missile Navy All Weather Attack Plane Maverick Missile Can Knock out SAM units Navy VTOL Attack Jet Navy AWACS French Superiority Fighter Naval Bombardment Unmanned

-

A A A A/V/I V A V/I P V/I R P A/V/I A A V/I V/I V/I V/I R A V/I R V/I V/I V/I R I R

Type A A A A A A A A A A A A A A V V V A A A A A A A V V P P P P I V P

Target A A A A A A A A A/V/I A/V/I A/V/I A/V/I V/I V/I V/I V/I V/I V/I S S V/I V/I V/I V/I A A A A A A A A A

Notes Fighter Fighter Fighter Fighter Missile Missile Missile Missile Ground Support Ground Support Ground Support

V/I

IRAQI DECK Card Name MiG-29 Fulcrum MiG-25 Foxbat MiG-23 MiG-21 AA-6 Acrid AA-7 Apex AA-8 Aphid AA-2 Atoll Sukhoi Su-7 Su-20 Fitter Su-24 Fencer Mirage F-1 Jet TU-22 Blinder TU-16 Badger T-72 Main Battle Tank T-62 Main Battle Tank Vintage Tanks Mi-24 Hind Exocet Missiles Silkworm Missiles Bo-105 Helicopter SA-316 Helicopter SA-321 Helicopter SA-342 Helicopter ZSU-23-4 ZSU-57-2 Towed AA Guns SA-2 SA-3 SA-6 SA-7 SA-8 SA-14

Bomber Strategic Bomber

Self Propelled 23mm AA Self Propelled 55mm AA SAM SAM SAM Shoulder Launched SAM Self Propelled SAM SAM

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Rolland Frog-7 SCUD 122mm BM-21 D-30 122mm Howitzer 155mm Howitzer M-113 A1 M-113 A2 MT-LB AT-3 Sagger AT-4 Spigot Iraqi Popular Army Republican Guard Peoples Army Troop Concentrations Million Man Army Baghdad Oil Refinery Ballistic Missile Site Air Base Nuclear Site Bio-Chemical Site Headquarters Bunkers Fortifications

V V P V P P V V V I I I V I I I P P P P P P P P P

A V/I V/I V/I V/I I I I V V V/I V/I I V/I V/I -

Self Propelled SAM SSM SSM: -3 VP if not Knocked out Multiple Missile Launch American made APC APC APC Portable Anti-Tank Missile Portable Anti-Tank Missile Irregulars Base Base Base Base Base Base Base Base Base

TWO PLAYER VERSION Both players are coalition members. Players take turns and compete to get the best score at end game.

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DESTINY INTRODUCTION Card game for 2 or more players. Fantasy theme.

THE DECKS There are 2 decks: The Treasure deck and the Destiny deck.

DESTINY CARDS There are 4 types of cards in the Destiny deck: Character cards, Base cards, Bonus cards, and Multiplier cards. When illustrating the cards: Make pictures of armies and creatures for base cards. Draw weapons, items, events, magics, for bonus cards. Depict structures and locations on multiplier cards. There is one of each of the cards listed in the deck lists.

ALIGNMENTS Each non-character card in the Destiny deck has one of 5 alignments: Good, Evil, Law, Chaos, or Nature. Good and Evil are opposed alignments. Law and Chaos are opposed alignments.

OBJECT Be the first to accumulate 5 treasure points.

SETUP Each player draws 7 cards from the Destiny deck. If there are no character cards, discard and draw again. If there is 1 or more character cards, the player must chose 1. This is the character they will use for the rest of the game. This character becomes the players identity. It is placed face up in front of the player and not discarded. The player always gets to use his character's special power.

TURN SEQUENCE First Aid Phase Treasure Phase Draw Phase Hit Phase Second Aid Phase Action Phase Base Phase Bonus Phase Multiplier Phase Total Phase Destiny Phase

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FIRST AID PHASE In this phase a player may play one or more character cards from his hand. These cards are played face up in front of the player. They are called Aid cards. The player gains the special ability of these characters for the rest of the turn. Aid cards are discarded at the end of Destiny Phase.

TREASURE PHASE The treasure card deck is kept face up. Players may look at the order of the cards any time. The topmost card is the current treasure.

DRAW PHASE Players fill their hands to 7 cards from the destiny pile. If no cards are left, shuffle the discard pile and draw from it.

HIT PHASE Players may discard some, none, or all of their cards. After discarding players fill their hands to 7 cards from the destiny pile.

SECOND AID PHASE In this phase a player may play one or more character cards from his hand. These cards are played face up in front of the player. They are called Aid cards. The player gains the special ability of these characters for the rest of the turn. Aid cards are discarded at the end of Destiny Phase.

ACTION PHASE Players may use the special abilities of their Characters or Treasures in this phase. A player always gets to use the powers of treasures he owns.

BASE PHASE Each player may play one or more Base Cards. Cards are played face up in front of the player. A player cannot play cards of opposed alignments

BONUS PHASE Each player may play one Bonus card on each of his Base Cards. The base card and bonus card cannot be of opposing alignments.

MULTIPLIER PHASE Each player may play one Multiplier card on each of his Base Cards. The multiplier, base, and bonus cards cannot be of opposing alignments.

TOTAL PHASE 668

Each player calculates the Destiny total of his hand. Add the value of the bonus card to the base card. Multiply this total by the value of the multiplier card. If 2 of a player's cards have matching alignments each gets +1. If 3 of a player's cards have matching alignments each gets +2. Do this for each base card. Add the modified values of each of the player's base cards to get that Player's Destiny Total.

DESTINY PHASE The player with the highest Destiny total wins the round. The winner gets to keep the current Treasure card. All played cards are discarded. In case of a tie, no one gets the treasure. The treasure becomes 'buried'. The player that wins next round gets the current treasure, and all Buried treasures.

CHARACTER CARD LIST Character: Power King: All Base cards used by this player have a value of +2. Warrior: Bonus cards +2. Wizard: Multiplier cards +1. Lover: If 2 of a player's cards have matching alignments each gets an additional +1. If 3 of a player's cards have matching alignments each gets an additional +1. Barbarian: Chaos cards +1. Knight: Law cards +1. Dragon: Cannot use bonus cards, but may attach 2 Multiplier cards to a base card. The multiplier cards are added together and are then multiplied by the base card value. Alchemist: Change the alignment of one of your cards. Thief: Steal 1 random card from 1 opponents hand in action phase. Discard 1 card. Jester: In action phase cause 2 other players to give each other 1 random card from their hands. Merchant: Once in each action phase draw 1 card and discard one card. Amazon: Treat all Bonus cards as Nature cards. Assassin: Cause 1 target Aid card to be discarded in Action phase. Ranger: Nature cards +1 Warlord: Treat Chaos cards as Law cards Paladin: Treat Evil cards as Good cards Oracle: Look at all hands of all opponents in action phase. Rogue: You may play 2 bonus cards on a Base card if no multiplier card is played Druid: Treat all multiplier cards as Nature cards. Necromancer: Treat all Good cards as Evil cards Wraith Lord: Evil cards +1 Overlord: Destiny total +3 Emperor: Maximum hand size +1

DESTINY DECK CARD LIST Alignment Good Good Good Good Good Good Good Good Good Good

Type Base Base Base Base Bonus Bonus Bonus Multiplier Multiplier Multiplier

Value 1 2 3 4 +1 +2 +3 x2 x3 x4

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Evil Evil Evil Evil Evil Evil Evil Evil Evil Evil Law Law Law Law Law Law Law Law Law Law Chaos Chaos Chaos Chaos Chaos Chaos Chaos Chaos Chaos Chaos Nature Nature Nature Nature Nature Nature Nature Nature Nature Nature

Base Base Base Base Bonus Bonus Bonus Multiplier Multiplier Multiplier Base Base Base Base Bonus Bonus Bonus Multiplier Multiplier Multiplier Base Base Base Base Bonus Bonus Bonus Multiplier Multiplier Multiplier Base Base Base Base Bonus Bonus Bonus Multiplier Multiplier Multiplier

1 2 3 4 +1 +2 +3 x2 x3 x4 1 2 3 4 +1 +2 +3 x2 x3 x4 1 2 3 4 +1 +2 +3 x2 x3 x4 1 2 3 4 +1 +2 +3 x2 x3 x4

TREASURE DECK CARD LIST Treasure Lesser Hoard Greater Hoard Kings Crown Philosophers Stone Crystal Ball Magic Tome Dragons Hoard TP = Treasure Points

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TP 1 2 1 1 1 1 3

Special Ability 10 of these cards in the deck 5 of these cards in the deck Law cards +1 Max hand size +1 Look at all hands of all opponents in action phase Once in each action phase draw 1 card and discard 1 card

DESTROY THE RAIL ROAD BRIDGE by Marcus Salo

INTRODUCTION Scenario for WarpQuest: WWII. Click here for the WarpQuest Core Rules. The player controls a combat team of 5 Finnish Army Recon (Kaukopartio in Finnish) men in a mission far behind Soviet lines. The mission is to destroy a Rail Road Bridge 60 miles behind the enemy lines. It´s January 1943 and it's cold and dark in the Karelian woods.

THE PARTY Each party consists of 5 members: Sergeant V.Korpi Corpral J.Lahtinen Jaeger M.Koskinen Jaeger S.Berg Jaeger S.Stenstrom. The Sergeant has 3 skills, Corpral has 2 skills and Jaegers have 1 skill. The combat team is armed with 5 Suomi SMG's, 1 Sniper Rifle, Satchel Charges (AT weapon), mines, knives (the puukko's) and hand grenades. The team is carrying a radio. The team is skiing 60 miles to the target and 60 miles back to the Finnish lines. Skill List Table 1D10 Skill: Notes: 1 Armed Combat +1 2 Sniping +1 3 Agility +1 4 Non-armed Combat +1 Knives and shovels 5 Survival +1 6 Sapper Skills +1 Defusing mines, laying mine-fields. 7 Anti-Tank Skills +1 8 Personality +1 9 Stealth +1 10 Pick any Skill MODULE 1: "Lahetaas hiihtelemaan kohti sita perkeleen siltaa." "=Let's hit the skis, boys. The darned bridge is waiting." Card Name: Notes: -40F Temperature Survival x2 Strong Wind Survival x2 Soviet Patrol Armed Combat x2 or Sniping x 2 Soviet Infantry Company Stealth x 2 Soviet Sniper Agility & Sniping Soviet Tank Column Stealth x 2 Soviet Field Kitchen Stealth & Non-Armed Combat or Sniping x 2 (if succesfull, eat your stomach full and advance 1d6 spaces forward). Great Skiing Weather No challenge. Advance 1d6 spaces forward. Exhaustion Personality x 2 Booby Trap Sapper Skills x 2 POW Transport Column Armed Combat x 2 (if succesfull, gain one new Jaeger) Deep Snow Survival x 2 T-34 Tank with infantry AT Skills & Armed Combat Two T-28 Tanks AT Skills x 2

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Deep Ravine Agility x 2 Desperation Personality x 2 Soviet Ammo Dumb Stealth & Agility (take weapons and ammo,if succesfull, gain one combat skill) Soviet Prison Camp Armed Combat x 2 (if succesfull, go to target. Soviets are too busy hunting down released prisoners) Soviet Recon Hunters Stealth x 2 or Armed Combat x 2 Soviet Ski Patrol Armed Combat x 2 Soviet Infantry Column Stealth x 2 MODULE 2: "Silta on kappaleina, lahetaas pojat saunomaan!" "=The Bridge has been blown to pieces, let's go to the sauna, boys." Card Name: Notes: Another Recon Team Personality x 2 (if successful gain two Jeagers) Soviet Recon Hunters Sappers Skills x 2 (build mine field) or ArmedCombat x 2 Soviet Spotting Plane Stealth x 2 -40F Weather Survival x 2 Deep Snow Survival & Agility Soviet Infantry Patrol Armed Combat x 2 or Sniping x 2 Soviet Ambush Agility & Armed Combat Exhaustion Personality x 2 Lack of Food Survival x 2 Desperation Personality x 2 Soviet Sniper Agility x Sniping Soviet Partisans Armed Combat x 2 Soviet Mine Field Sapper Skills x 2 Two T-34's AT Skills x 2 Fever Survival x 2 Tiredness Personality x 2 Sisu (=Finnish Stubborness) No challenge, advance 1d6 Jermu (=Grognard) Spirit No challenge, advance 1d6 Soviet Ski Patrol Armed Combat x 2 Soviet Truck Convoy Armed Combat x 2 (if succesfull, spirit goes up, Personality +1) Booby Trap Sapper Skills x 2 Soviet Infantry Company Stealth x 2 Soviet MG Bunker Stealth & Sniping Soviet Parachutist Platoon Armed Combat x 2 Soviet Infantry Battalion Stealth x 2 Soviet Stormovik Raid Agility x 2 There is no artifact in this module. All other Artifact Rules apply. When the combat team reaches home, they take a good 3 hour sauna bath, sleep a little and start another mission. Enjoy! Salo

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DEVASTATORS 2500 INTRODUCTION The larger Interstellar warships go by many categorical names: Dreadnaughts, Battlers, Star Cruisers, and of course, Devastators. Each player controls a Devastator, or ship, represented by his deck. Play pits Devastator vs Devastator. Run out your opponents deck to destroy his ship.

THE DECK The full Deck contains over 100 cards as described in the Card List. Before playing the first time, the deck will have to be constructed. The backs of all the cards are the same, the front should have the name of the card and its effect written out.

OBJECT Have the last remaining Devastator. When all of your opponents cards are in his Destroyed pile, you have eliminated him from the game.

SETUP Shuffle the full deck and deal each player an equal number of cards face down. These smaller decks for each player are called Draw Piles or Systems decks. A System deck represents all the weapon and defense systems on the players ship. Each player draws 5 cards from his system deck. Determine turn order by any convenient method. All ships begin at Long Range from each other.

THE DISCARD PILES Each player has two discard piles: The Destroyed pile and the Reuse pile.

TURN SEQUENCE Draw Phase Move Phase Launch Phase Attack Phase Defense Phase Damage Phase

DRAW PHASE Draw two cards from your Systems Deck. If there are ever no cards left in your systems deck, shuffle your Reuse Pile, which becomes your Systems deck. You may have a maximum of 8 cards in your hand. Excess cards go to your Reuse pile. Rule of thumb: Cards you play immediately go to your reuse pile. Cards lost to damage go to your destroyed pile.

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If all of your cards are in the destroyed pile you lose.

MOVE PHASE You may discard one Thruster card from your hand to your Reuse pile to move your ship one step closer to or farther away from an opponents ship. The Range Steps are: Short Range ßà Medium Rangeßà Long Range Keep a record of the ranges between all ships.

LAUNCH PHASE You may launch a Fighter card. The Fighter card is placed face up in front of you, and remains there until an opponent destroys it.

ATTACK PHASE You may play attack cards to attack enemy ships at the appropriate range. One attack card per target devastator. The attack card lists its range. For example: you can only use a Torpedo to attack at long range. The attack card is played from your hand , and is discarded to your Reuse pile. Your fighters may always attack. You may attack an enemy fighter with attack card of any range. Fighters may also attack other fighters. When attacking a fighter your opponent must discard the top card of his draw pile into his reuse pile. If the drawn card is a thruster or armor card the fighter evades. A thruster or armor card may also be played from the hand to save a fighter. Any other type of card means the fighter is discarded to his owners Destroyed pile.

DEFENSE PHASE If you attacked, your opponent may play a Thruster card to evade the attack. The attack will do no damage. This is known as an evasion. Your opponent may also play one of the more specialized defense cards that will negate an attack of a specific type. Your opponent may play a Point Defense card to automatically destroy one of your attacking fighters. Played cards are discarded to that players Reuse pile. If destroyed, your fighter is discarded to your Destroyed pile.

DAMAGE PHASE Attack cards not evaded or negated will do damage to your opponents ship. Each Attack card lists a numerical damage value. Fighter attacks do one point of Damage. Your opponent discards a number of cards from his hand and/or from the top of his Draw pile (his choice) equal to the damage inflicted. These cards go to his destroyed pile. An Armor card, if discarded from hand or deck, soaks up all the remaining damage, and no further cards are discarded. You may play the Critical hit and Nuclear warhead cards to increase the amount of damage done by the attack.

CARD LIST 674

# 25 12 3 4 4 4 3 4 4 4 3 4 2 2

Affect Evade or change range one step Absorbs one Attack and is then Destroyed Beam Attack, Short Range, Damage = 4 Beam Attack, Medium Range, Damage = 2 Beam Attack, Long Range, Damage = 3 Projectile Attack, Short Range, Damage = 3 Projectile Attack, Medium Range, Damage = 4 Projectile Attack, Long Range, Damage = 2 Missile Attack, Short Range, Damage = 2 Missile Attack, Medium Range, Damage =3 Missile Attack, Long Range, Damage = 4 Any Range, Attack Damage = 1/Turn until destroyed Negates an Evasion made by an opponent Successful Missile Attack does an additional 5 points

2 2 4

Successful Attack does an additional 3 points of damage Defense: Negate all Missile attacks this turn Defense: Destroy Fighter or Negate one Missile attack

4 4 4 2 2 2 #

Name Thrusters Armor Plasma Projector Laser Turret Particle Beam Autocannon Rail Gun Meson Gun Rocket Salvo Missile Launch Torpedo Fighter Targeting Computer Nuclear Warhead of damage Critical Hit Jammer Point Defense this turn Deflectors Sand Caster Damage Control your hand Battle Computer Tactics his reuse pile Electronic Warfare this turn = the number of that card in

Defense: Negate all Projectile attacks this turn Defense: Negate all Beam attacks this turn Put one random card from your destroyed pile into Play in your draw phase to draw an additional 3 cards Play in launch phase. Opponent must discard 3 cards to Play in opponents launch phase. He may not attack you the deck.

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DEVASTATORS 3000 INTRODUCTION The high tech version of Devastators 2500. The larger Interstellar warships go by many categorical names: Dreadnaughts, Battlers, Star Cruisers, and of course, Devastators. Each player controls a Devastator, or ship, represented by his deck. Play pits Devastator vs Devastator. Run out your opponents deck to destroy his ship.

THE DECK The full Deck contains over 100 cards as described in the Card List. Before playing the first time, the deck will have to be constructed. The backs of all the cards are the same, the front should have the name of the card and its effect written out.

OBJECT Have the last remaining Devastator. When all of your opponents cards are in his Destroyed pile, you have eliminated him from the game.

SETUP Shuffle the full deck and deal each player an equal number of cards face down. These smaller decks for each player are called Draw Piles or Systems decks. A System deck represents all the weapon and defense systems on the players ship. Each player draws 5 cards from his system deck. Determine turn order by any convenient method. All ships begin at Long Range from each other.

THE DISCARD PILES Each player has two discard piles: The Destroyed pile and the Reuse pile.

TURN SEQUENCE Players take turns. Each turn has 6 phases: Draw Phase Move Phase Launch Phase Attack Phase Defense Phase Damage Phase

DRAW PHASE Draw three cards from your Systems Deck. If there are ever no cards left in your systems deck, shuffle your Reuse Pile, which becomes your Systems deck. You may have a maximum of 8 cards in your hand.

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Excess cards go to your Reuse pile. Rule of thumb: Cards you play immediately go to your reuse pile. Cards lost to damage go to your destroyed pile. If all of your cards are in the destroyed pile you lose.

MOVE PHASE You may discard one Drive card from your hand to your Reuse pile to move your ship one step closer to or farther away from an opponents ship. The Range Steps are: Short Range -- Medium Range -- Long Range Keep a record of the ranges between all ships.

LAUNCH PHASE You may launch a Fighter Squad card or Nanotech swarm card. The Fighter or Swarm card is placed face up in front of you, and remains there until an opponent destroys it.

ATTACK PHASE You may play attack cards to attack enemy ships at the appropriate range. One attack card per target devastator. The attack card lists its range. For example: you can only use a Force Beam Array to attack at long range. The attack card is played from your hand , and is discarded to your Reuse pile. Your fighters may attack at short and medium range. Swarms only attack at short range You may attack an enemy fighters or swarms with attack card of any range. Fighters or swarms may also attack other fighters or swarms. When attacking a fighter or swarm your opponent must discard the top card of his draw pile into his reuse pile. If the drawn card is a drive or armor card the fighter/swarm evades. A drive or armor card may also be played from the hand to save a fighter/swarm. Any other type of card means the fighter/swarm is discarded to his owners Destroyed pile.

DEFENSE PHASE If you attacked, your opponent may play a drive card to evade the attack. The attack will do no damage. This is known as an evasion. Your opponent may also play one of the more specialized defense cards that will negate an attack of a specific type. Played cards are discarded to that players Reuse pile.

DAMAGE PHASE Attack cards not evaded or negated will do damage to your opponents ship. Each Attack card lists a numerical damage value. Fighter attacks do one point of Damage. Swarms do 3 points. Your opponent discards a number of cards from his hand and/or from the top of his Draw pile (his choice) equal to the damage inflicted. These cards go to his destroyed pile. An Armor card, if discarded from hand or deck, soaks up all the remaining damage, and no further cards are discarded. You may play the Core Penetration card to increase the amount of damage done by the attack.

CARD LIST 677

# Name Affect 25 Tachyon Drives Evade or change range one step 12 Super Dense Matter Armor Absorbs one Attack and is then Destroyed 3 Gamma Phasic Lasers Energy Attack, Short Range, Damage = 2 4 Photon Torpedo Spread Energy Attack, Medium Range, Damage = 3 4 Wave Motion Gun Energy Attack, Long Range, Damage = 4 4 Matter Disruptor Banks Gravitic Attack, Short Range, Damage = 3 3 BlackHole Singularity Generator Gravitic Attack, Medium Range, Damage = 4 4 Force Beam Array Gravitic Attack, Long Range, Damage = 2 4 Megaton Fusion Drones Nuclear Attack, Medium Range, Damage = 2 4 Antimatter Vortex Emitter Nuclear Attack, Short Range, Damage =3 3 Supernova Bomb Nuclear Attack, Long Range, Damage = 4 4 Cybernetic Fighter Squads S/M Range, Attack Damage = 1/Turn until destroyed 2 Nanotech Swarm Short Range, Attack Damage = 2/Turn until destroyed 2 Heisenberg Targeting Matrix Negates an Evasion made by an opponent 2 Core Penetration Successful Attack does an additional 3 points of damage 4 Gaussian Warp Shield Defense: Negate all Nuclear attacks this turn 4 Graviton Field Defense: Negate all Gravitic attacks this turn 4 Dissipater Grid Defense: Negate all Energy attacks this turn 4 Molecular Reintegration Put one random card from your destroyed pile into your hand 2 Quantum Battle Computer Play in your draw phase to draw an additional 3 cards 2 Tactical Superiority Launch phase. Opponent discard 3 cards to his reuse pile 4 Cloaking Device Opponents launch phase. He may not attack you this turn # = the number of that card in the deck.

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DIAMOND TRADERS INTRODUCTION Card game. 2-5+ players.

OBJECT Have the largest point score at the end of 4 turns.

THE DECK Players share a common 60 card deck. There are 5 suites. Each Suite has 12 cards. Include 3 of each card listed below. Suite Value Notes Cut 1 Imperfect Cut 2 Beget Cut 3 Square Cut 4 Perfect Round Color 1 Canary Color 2 Yellow Color 3 Off White Color 4 White Clarity 1 Carbons Clarity 2 Slight Inclusions Clarity 3 Clean Clarity 4 Flawless Karat 1 Milli Karat 2 Half Karat stone Karat 3 One Karater Karat 4 Rock Kind 1 Amethyst Kind 2 Ruby Kind 3 Emerald Kind 4 Diamond

TURN SEQUENCE There are 3 Phases in a turn: 1. Draw Phase 2. Trade Phase 3. Show Phase

DRAW PHASE All players draw cards to fill their hands to 12 cards. If the deck runs out shuffle the discard and draw from it.

TRADE PHASE All players may trade cards with each other. Anything goes. Beg, borrow, and steal. Trades may be public, private, by auction, uneven, I.O.U., etc. After 10 minutes, or if no one wants to trade anymore, go on to the next phase.

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SHOW PHASE All players simultaneously score points in this phase. To score points you must play (reveal) one or more "Stones". A "Stone" is a combination containing 1 card from each of the 5 suites: Cut, Color, Clarity, Karat, and Kind. To determine the point value of a Stone: Multiply together the values of all of the cards in the combo. For example: Joe plays: Cut = 3, Color = 1, Clarity = 1, Karat = 2, and Kind = 4. The score for the stone = 3 x 1 x 1 x 2 x 4 = 24! Cards not in a combo do not score points. They are called "Dead Merchandise." Dead merchandise is kept in the players hand for next turn. Keep a running total of your cumulative score.

VARIANTS Very long game: Deal 15+ cards. (3 stones per phase per player possible) Long Game: Deal 13 or 14 cards. Short Game: Deal 10 or 11 cards. (6 players possible with 10 or fewer cards) Very Short Game: Deal 5-9 cards. (Only one stone per phase per player possible) The Trade Option: During Trade Phase discard 3 cards to draw 1 card.

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DOCTOR WHO - THE KEYS OF CHRONOS AN UPDATED CARD GAME VERSION OF THE 1980 DOCTOR WHO – THE GAME OF TIME AND SPACE BY GAMES WORKSHOP

INTRODUCTION The old Time Lords are gone, and many races are competing to take their place as the Lords of Time. In order to forge a new Gallifrey and a new order of the Lords of Time, the Eighth Doctor must scour time and space to recover the six keys of Chronos. This will insure the new Gallifrey protection from its rivals, and bring order to all time and space.

SET UP This game may be played with 1 to 4 players. You will need to make the four card decks defined below. And like all the other Doctor Who games I have written, you can use DOCTOR WHO CCG cards in lieu. You will also need a twelve sided die (d12), and four Eighth Doctor miniatures, or counters or figures representing the King of Time. The cards create your board. 1. Shuffle the Mission cards and deal six to each player. 2. Shuffle the Key cards and lay them face down on the table moving from left to right and going down to form an 8 x 5 table of cards. 3. Shuffle the Item cards and using the same manner described in #2 lay them face down on top of the Key Cards. 4. Shuffle the Monster cards and using the same manner as # 2 and 3 lay them face down on top of the Item Cards.

PLAYING THE GAME Each player at the beginning of the game looks on the Mission cards to see which six keys he needs. He needs to collect these key cards in order to win. All players participating roll a d12. The Player with the highest score goes first. Each turn the Player’s Character can do any TWO of the following actions: 1. 2. 3. 4. 5. 6. 7. 8.

Move up to 2 spaces either orthogonally or diagonally. Search for the Keys in the space you are in. You do this first by turning up the top card over. If it is blank you there is no monster and you can collect the Item Card and Key Card beneath. Fight the monster in the space you are in.

a. b. c. d.

Each Doctor character has ENERGY of 1. Add the energy of all item cards in your possession to your score. The modified number is the number you must roll equal to or less than on a 1d12 in order to defeat your foe.

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e. f. g. h. i. j. k.

Each monster has an ENERGY score which is already modified by whatever weapons it normally uses (for those using DW CCG Cards, this is normally ENERGY + 3). The monster attacks you simultaneously, rolling a 1d12 (which can be rolled by another player). If it rolls its ENERGY or less it hits. Combat is then resolved for the combat round:

i. If the Doctor hits and the Monster miss, then the Monster is defeated. ii. If the Doctor misses and the Monster hits, then 1. The Doctor is Stunned (in a multiplayer game) a. The Item and Key cards are turned up. b. All Key Cards that the Player’s Character has that are not blank and are not of the type that space already possessed, is place in that site, and are given to any player who lands in that space and defeats the monster. c. The Player must skip two turns before his Character can make any more actions. 2. The Doctor fails his mission, and the game is over (in a solitaire game) iii. If both sides hit, or both side miss, then no one is defeated and the Combat Round is repeated. d. e.

The Combat Round continues until either the Doctor or the alien is defeated.

WINNING The first player to obtain all six keys matching his Mission cards wins.

MISSION DECK MISSION CARD # IN DECK DW CCG Key 1 4 Time Past Key 2 4 Time Present Key 3 4 Time Future Key 4 4 Past Watcher Key 5 4 Present Watcher Key 5 4 Future Watcher

KEY DECK KEY CARD 682

# IN DECK DW CCG

Key 1 4 Key 2 4 Key 3 4 Key 4 4 Key 5 4 Key 5 4 Blanks (no key found) 16

Time Past Time Present Time Future Past Watcher Present Watcher Future Watcher Any cards not used in this game

ITEM DECK (1 OF EACH CARD IN THE DECK) CARD ENERGY DW CCG Fitz Kriener 3 (Ian) Anji Kapoor 1 (Victoria) TARDIS 3 space freighter 3 the collectors 3 (Rutans) space station 3 UNISYC soldier 4 (unit soldier) UNISYC officer 5 (unit corporal) star cruiser 3 (spar) UNISYC HQ 3 (unit HQ) space ship 3 (v ship) lord Ferran 5 (seers) robots 3 (chumblies) underground bunker 3 the master 5 us president Mather 5 (brigadier) Iris Wildthyme 5 (Romana) TARDIS console room 3 (temp grace) soldier 4 (Capt. Gilmore) force field 3 hads 3 cloister bell 3 bomb 3 (Dalek bomb) time barrier 3 tmat 3 trench 3 empress Miranda 2 (Romana) galactic fed ambassador 4 (alpha centari) aliens 5 (exilons) temporal vortex* 3 (kronton crystals) deadly gas 3 (hexachromite) time winds 3 venusian aikido 3 starbase 3 scarlet 6 (Romana) Miranda’s time agents 3 (Space marines) 683

peaceful aliens iris' TARDIS Sonic Screwdriver Sonic Toolkit

2 3 3 3

(Dulcians) (sidrat)

MONSTER DECK MONSTER CARD # IN DECK ENERGY DW CCG Spider Daleks 2 5 Daleks Controller Spider Dalek 1 6 Black Dalek Supreme Spider Dalek 1 6 Gold Dalek Emperor Dalek 1 6 Emperor Dalek Silverati 2 5 Cybermen Silverati Leader 1 5 Cyberleader Silver 1 6 Cybercontroller Sabbath 1 5 The Master Sabbath’s Time Agents 2 6 Space Marines Babewyn 3 6 Destroyer or Daemons Time Wraiths 2 7 Kronos Feratu 2 5 Goth Onihr 2 7 Zygons Kulan 2 5 Bannermen Imperial Marines 1 6 Space Marines Imperial Robot Marines 1 7 Raston Robot Rutans 1 5 Rutans Sontarans 1 7 Sontarans Blank (no monsters) 12 Any card not used

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DOCTOR WHO – THE LORDS OF TIME BOARD GAME FOR UP TO FOUR PLAYERS INSPIRED FROM THE ORIGINAL 1975 DOCTOR WHO GAME BY STRAWBERRY FAYRE INTRODUCTION Gallifrey has been removed from space and time, but nature abhors a vacuum. It is up to the inheritors of their legacy to forge a new Gallifrey and a new order of the Lords of Time. Up to four players may play this game. There are four sides: The Eighth Doctor from Earth, Sabbath from the Moon, and Empress Miranda from the Throne World of the Universal Empire, and the cyborg Silver who has escaped exile from the Planet A2756. Who ever establishes the new Gallifrey wins. SET UP You will need 1 six sided die, one of each doctor who miniatures (or chess pawns or counters), a one of each of the four decks described below and the game board (If you can not print the Game Board, you can use a modified Ludo or Parcheesi board). GAME BOARD: http://www.angelfire.com/games4/doctorwhoeyespy/dwlt.JPG PAPER MINIATURES: http://www.angelfire.com/games4/doctorwhoeyespy/dwltm.JPG If you have the DOCTOR WHO COLLECTABLE CARD GAME, you can use cards from it for your four decks. The DW CCG Card that can be used is listed in the farthest right column in the CARD LISTS below. For the most part, the number of spaces that the character causes the drawer to fall back is equal to that card’s ENERGY score. So you will not need to mark up any cards (unless you want to put the Eighth Doctor’s face on a Doctor card, which looks really cool).

THE RULES Choose who will start first. Then the turn proceeds clock wise from the first player, until reaching the first player again, in which a new turn begins. The Players’ Characters begin on the colored square with the picture of their TTC (Time Travel Capsule on it) The Doctor- The TARDIS; Blue. Sabbath- The Jonah; Red. Miranda- The Supremacy; Gold Silver- Silver’s TTC; Green The player whose turn it is rolls a die and proceeds that many spaces clock wise along the board. If the character lands on any colored spaces (except those in the two in her or his “home stretch”) then they must draw a card from the designated deck, and fall back the number of spaces indicated. a. b. c.

THE EARTH- Blue THE MOON- Red THE IMPERIAL THRONEWORLD-

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d. e.

Gold THE PLANET A2756- Green

The Players’ Characters must proceed about the game board (which represents the Temporal Vortex, and the current four major Nexus Point Worlds) in order to reach their “home stretch”, which consists of two squares matching the color of their adopted home world (not too much unlike Parcheesi or Ludo). In order to enter the NEW GALLIFREY in the center, the Player must do so with an exact roll. If the Players want a sorter game, they may do away with the exact roll rule. The First Player to have his or her Character reaches the center and establishes the New Gallifrey Wins.

THE EARTH DECK CARD # IN DECK GO BACK # SPACES DW CCG CARD The Eighth Doctor 4 2 Any Doctor card Fitz Kriener 4 2 Ian Chesterton UNISYC Officer 4 2 UNIT Corporal Soldier 4 2 Gilmore Time Agents 4 3 Space Marines Martians 4 3 Ice Warriors Onihr 4 4 Zygons

THE MOON DECK CARD # IN DECK GO BACK # SPACES DW CCG CARD Sabbath 4 2 The Master Babewyn 4 3 The Destroyer Time Agents 4 3 Space Marines Kulan 4 2 Bannermen Dinosaur 4 4 Skaracen Juliet 4 2 Romana Fendhel-Preditor 4 2 Fendheline

THE IMPERIAL THRONEWORLD DECK CARD # IN DECK GO BACK # SPACES DW CCG CARD Miranda 4 2 Romana Farren 4 2 Seers Time Agents 4 3 Space Marines Imperial Marines 4 3 Space Marines Imperial Marine Robot 4 4 Raston Robot Rutans 4 2 Rutans 686

Faction Klade

4

2

Seers

THE PLANETA2756 DECK CARD # IN DECK GO BACK # SPACES DW CCG CARD Silver 4 3 Cybercontroller Silverati 4 2 Cybermen Silverati Leader 4 2 Cyberleader Spider Daleks 4 2 Daleks Supreme Spider Dalek 4 3 Black or Gold Dalek Sontarans 4 2 Sontarans Time Wraiths 4 4 Kronos

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DOCTOR WHO – THE SABBATH DAYS by C Gerard Luft

RULES The eighth doctor has lost his memory. He has a whole new band of enemies. One player plays Sabbath. The other is the good doctor. There are three decks: One for the doctor, One for Sabbath and An "elemental" artifact deck. At the start of each turn each player draws three cards from their deck. The top card of the artifact deck is revealed. The players fight this turn for that card. The winner who gets the most elemental artifacts wins. The game continues until the last artifact is claimed. When players run out of cards they do NOT reshuffle. The doctor begins with the eighth doctor card; Sabbath, with the Sabbath card. Cards remain on the table (not in the hand) and can never be discarded.

MATERIALS NEEDED You will need to make the three card decks and have ten sided dice.

SPECIAL NOTE FOR DOCTOR WHO CCG PLAYERS So you bought the starters and boosters by the box. Now your swimming in dwccg cards. In the card lists below names of dwccg cards that you can use to substitute are given. You will find that the energy, substance and support values add up to the power value (except for Miranda). The power level for resource and Flash cards are 3. You can find good pictures of the eighth doctor to affix to the doctor card at any decent doctor who site. Conceptual pictures of fitz and anji can be found at the fan fiction area of the timelords uk site. You can use a picture of Orsin Wells with out the beard for Sabbath (this is lance parkins suggestion at least).

THE GAME DRAW PHASE Each player draws 3 cards. The max hand is 9. You must discard down to this number. The top card is revealed on the artifact deck.

CHALLENGE PHASE Each Player role a 1d10 and adds his character power value to the role. If the doctor rolls a 10 he gets to roll again (and so on). Then each player may play any cards from his hand to the table adding those cards valve to the role. The player with the highest power score wins the artifact.

DAMAGE PHASE 688

The loosing side must discard all the cards played this turn (except for the doctor or Sabbath.) The winning side must discard cards equal to loosing sides power score. The remaining cards are returned to the hand.

CARD LIST Players making their own cards should ignore the parenthesis; thats for doctor who ccg conversions only. (dwccg conversion; if not present then the dwccg card has the same name) the eighth doctor: any doctor card; the sixth doctor is a good expendable card. Just paste a good paul mcgann doctor picture over the 6th doctor image)

DOCTOR DECK Name Fitz kriener Anji kapoor Tardis ice warriors space freighter the collectors im foreman space station Police detective Primitives unisyc soldier unisyc officer asian soldiers star cruiser unisyc hq space ship lord ferran robots romans space pod underground bunker the master us president mather iris wildthyme tardis console room friendly soldier force field hads cloister bell tardis sickbay bomb time barrier tmat trench Tardis power room tardis laboratory alien ambassadors emperess Miranda galactic fed ambassador aliens temporal vortex* tardis forcefields deadly gas time winds tardis dormitories** venusian aikido hyperspace jump starbase

power 3 1 3 5 3 6 3 3 3 4 3 4 3 3 3 3 5 3 3 3 3 5 5 5 3 4 3 3 3 3 3 3 3 3 3 3 3 6 5 3 3 3 3 3 3 3 3

notes (ian) (victoria)

(rutans) (totters yard) (police man) (unit soldier) (unit corporal) (mongols) (spar) (unit hq) (vship) (seers) (chumblies)

(brigadeer) (romana) (temp grace) (capt gilmore)

(elixier) (dalek bomb)

(fussion booster) (hydromel) (susan) 4 (alpha centari) (exilons) (kronton crystals) (duranium shields) (hexachromite) (sanctum) (ftl)

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tardis stellarium 3 view next 1d10 cards in Deck the doctors room 3 same as sickbay and dorms(meta regenerator) desperate action 6 (meteorites) scarlet 6 (morgain) mirandas time agents 3 (special security) peaceful aliens 2 (dulcians) tardis workshop*** 3 (k9) tardis galley**** 3 (eye of orion) iris' tardis 3 (sidrat) tardis warddrobe room 3 (cameleon circuit) please note: cards with a special ability are discarded when ability is used *take a card from discard and put in hand **same as sick bay-remove fitz and/or anji from discard and put in hand ***remove any non-creature card from discard and put in hand ****take a creature card from discard and put in hand

SABATH'S DECK name Sabbath The jonah Kulan experimental ttc vortex wraiths silver silverati silverati leader gold dalek black dalek daleks hastur sabbaths time agents movellans time corridore far dist future aliens daemons aliens primitives rutans elder ones alien monster onhir drug laser canon death ray deadly gas Dalek bomb mind battle mind drain teleportation the players ransome demand ogrons time travem hyperspace deadly poison the remote deadly desease juliette babewyns meteorites imperium troops krotons fendahl ferutu

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power 5 3 3 3 6 8 5 6 7 6 5 3 3 3 3 3 8 5 4 6 4 4 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 6 6 5 3 4 4

notes (master) (tardis) (bannermen) (kartz and rhiemer ttc) (kronos) (cybercontroler) (cybermen) (cyberleader)

(fenrics flask) (special security) (monoids) (exilons) (vervoids) (shrievenales) (nimon) (spectrox) (balarium)

(sidrat)

(ftl) (neurotropix) (drahvin) (dn6) (sisterhood) (destroyer) (seers) (goth)

imperium police robots dinosaur the unnaturalists shub-niggurath dark young yog-sothoth minions of yog-sothoth lloigar minion of lloigar Sontarans ice warriors extortion web gun venom gun

6 6 3 3 3 3 4 3 3 7 5 3 3 3

(raston) (ghostlight) (nestene) (autons) (great intelligence) (yeti) (animus) (zarbie)

ELEMENTALS' ARTIFACT DECK Name: Matrix Time controler Regeneration Celstis space station Sacred flame ttc engineering Tardis ttc Dimensional interfaces Sidrat ttc Transduction barrier The needle rod ceremonials games records sash Demat gun Tomb Anciemt law Celstis Validium The labrynth The Eye

Notes: (andromeda sleepes) (meta regenerator) (space station) (chameleon) (trionic lock) (tartarus) (of rasilon) (high council) (of rasilon) (of rasilon) (of rasilon) (of rasilon) (of gallifrex) (cia) (silver nemesis) (oracle) (of harmony)

GOALS he who has the most elemental artifacts at the end of the game wins!

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DOCTOR WHO: EYE SPY OVERVIEW The Doctor and Sabbath are both looking for the scattered remnants of the Elementals, the Lords of Time who never existed (see Doctor Who-Adventuress of Henrietta Street). Chief among these artifacts is a black sun, the EYE. He who controls the EYE controls the new dynasty of Time Lords for the universe. But while the Eighth Doctor has looked without for the Eye, he has not tried to first look WITHINâ The TARDIS was once infinite, but now only a small part of its interior is accessible. And Fitz is hearing strange sounds behind the unusual walls that have partitioned the TARDIS' interior (see Doctor Who- Trading Futures). And now a door to the mysterious cloister room has opened. Could the EYE have been in their all the while? But one challenge stands in the Doctor's way of exploring the cloister room and unveiling its secrets: SABBATH!

SETUP This is a board game version of DOCTOR WHO: THE SABBATH DAYS. You will need to be familiar with that game and make a set of cards from SABBATH DAYS in order to play DW: EYE SPY. One Player plays the Doctor. His goal is to move from the CONSOLE ROOM to the CLOISTER ROOM. The other plays Sabbath. His goal is to prevent the Doctor from reaching the cloister room. You will need to make a 10 by 10 board (or print the one provided), each of its hundred squares representing the interior rooms of the TARDIS. The middle two squares of the bottom row mark as the MASTER CONSOLE ROOM (where the Doctor Begins). Near the console room, select a square for each of the following rooms: Doctor's Room, Dormitories, Workshop, Stellarium, Sick bay, and Power room (the Laboratory and Galley share space in the Console Room; you will not need to mark separate rooms for these). The mark the middle two squares at the top row of the board as the CLOISTER ROOM (where Sabbath begins. The Doctor uses a set of the DOCTOR DECK from DOCTOR WHO: THE SABBATH DAYS. This will include all the cards, except: all space ships, space stations and TARDIS cards. Sabbath uses a set of the SABBATH DECK from DOCTOR WHO THE SABBATH DAYS. This deck will include all the cards except for: the Jonah and all space ship AND weapon cards. You will also need a ten sided die (1d10) and a token to represent the DOCTOR and SABBATH (I am certain, the Other would prefer the use of Chess pawns).

THE TURN 1. DRAW PHASE Each player draws three cards from their decks.

2. MOVEMENT PHASE Each player rolls a 1d10. If the roll is 1-9, the character may move 1 space, across, up, down, or diagonally. If the roll is a 10, then that character moves two spaces. The Doctor moves first, and then Sabbath moves.

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3. CONFLICT PHASE If the Doctor and Sabbath end up in the same room as each other, a conflict occurs. The rules are the same as combat resolution in DOCTOR WHO THE SABBATH DAYS, including the opened ended 1d10 rule for the Doctor. All cards in the player's hands should be played down to modify their power score. If the Doctor wins this conflict, Sabbath must roll a 1d10, and move back towards the CLOISTER that many squares. If the Doctor losses the conflict, the Doctor must do the same, moving instead towards the CONSOLE ROOM though. However, if the Doctor played a room card (e.g., TARDIS LABORATORY) during the conflict resolution, then he retreats to that room instead. If either of the characters end up retreating outside the confines of the TARDIS (the game board), then that character looses the game.

4. DISCARD PHASE If their was no conflict that turn, then each player discards his hand.

OBJECT For the Doctor to win: Sabbath must be driven off the game board through a conflict, or the Doctor must successfully reach the

CLOISTER ROOM. For Sabbath to win: the Doctor must be driven off the game board through a conflict.

OPTIONAL RULES If you wish, room cards may be played outside of a CONFLICT to move the Doctor to that particular room. Also, Desperate Action Card may be played to jettison 25 rooms, randomly chosen by rolling the ten sided die twice as a 1d%.

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DOCTOR WHO EMPIRES INTRODUCTION Dr Who Theme. Module for the Warp Empires system. You must use the Warp Empires system to play this game. Various races fight for control of the Galaxy

MAP Map of the Galaxy divided into Spaces (aka Quadrants, Sectors, Zones) Each Sector is 100,000 Light Years across. (The Galaxy is roughly 2 Million LY across) When creating a random Map roll on the Zone Type Table:

ZONE TYPE TABLE 1D6 Type Notes 1 Hazard Zone Black Holes, Quasars, Super Novas 2 Void Zone Deep Space, Empty, Poor Energy 3 Poor Zone Energy Revenue = 1 Energy Points (EP) 4 Average Zone Energy Revenue = 2 EP 5 Rich Zone Energy Revenue = 3 EP 6 Nexus Point Earth & Other Important Locations Note: Units may not Enter Hazard Zones. Temporal Nexus Points have Energy Revenue = 3 EP.

VICTORY You win if you control all the Nexus Points on the Map

RACES Each player picks a race: Race: Notes: Earth Empire Humans Cybermen Cyborgs Daleks Cyborgs Movellans Androids Sontarans Clones Rutans Amoeboid Ice Warriors Reptilians Gallifreyans Time Lords Great Vampires Vampires Vardans Energy Beings

Special Ability: Draw 1 extra card per turn All Units get Force +2 when Attacking All Units get Force +1 All Units get Speed +1 Draw 3 extra Units per turn All units cost 1 EP less All Units get Force +2 when Defending Hand Size = 10 Stacks get Force +5 Can Enter Hazard Zones

COMMON UNIT LIST Unit Name Scouts Patrols Auxiliary Fleet Raiding Force Monitors Punitive Force

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# 6 6 5 5 5 5

Cost 1 2 1 3 3 4

Force 1 2 2 2 4 4

Speed F M M F S M

Notes +2 if Defending +2 if Attacking +2 if Defending +2 if Attacking

Expeditionary Fleet War Fleet Invasion Force Defense Force Battle Fleet Armada

5 5 5 5 4 4

5 5 7 6 7 8

4 6 6 6 8 10

F M M S M S

+4 if Attacking +4 if Defending

SETUP Each player starts in a Rich Zone with 5 random units and a hand of 5 cards. Earthlings start in control of Earth of Course.

UNITS & ACTION DECK Players share a common Action deck and Unit chit pile.

DRAW PHASE First discard any cards you don't want. Each player draws 3 action cards. Max hand size = 7. Discard excess cards. If the deck runs out, shuffle the discard and draw from it.

MOVE PHASE Use Action cards to move stacks or units in stacks. A Fast unit can move 1-3 spaces. A Medium speed unit can move 1-2 spaces. A Slow unit can move 1 space. Units can move into but not through opposing stacks.

ACTION DECK CARD LIST Card Name Space Travel Galactic Invasion Surrounded Surprise Attack Intrigue Sabotage Destroy Planet Raiding Energy Drain Minor Race Allies Biological Warfare Spies Graviton Weapon Mind Control Time Lord Meddling Temporal Microjump Expedition Antimatter Bomb Insidious Plot Scouts Time Travel Peace Treaty Time Loop Increase Production Regeneration Research Experiments

# 15 6 2 2 2 2 2 2 2 2 2 2 2 2 4 2 2 2 2 2 2 2 2 2 2 2

Notes Move 1 Stack Move 2 or 3 Stacks Battle: Each Unit gets Force +1 Battle: Gain Force +10 Take 1 random card from opponent Opponent must discard 2 Cards Opponent must discard 4 Cards Opponent generates 5 less EP this turn Steal 3 EP from opponent Draw 2 Units Destroy Target Stack Look at opponents hand Battle: Destroy Target Unit Battle: Take Control of Target Unit Negate card just played Reroll Target Die roll Move Scout Unit up to 6 Spaces Battle: Destroy Target Unit Move Enemy Stack Look at target stack Look at next 7 cards in deck Opponent cannot attack you this turn Negate Target Move Gain 5 extra EP this turn Put Destroyed Unit back into play Draw 2 cards

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Great Leader 2 Draw 4 cards Revolt 2 Target Sector generates no EP for 1D6 turns Intercept 2 Move 1 Stack any time during opponents Move Phase Retreat 2 Battle: Neither side takes any casualties Temporal Disruption 2 All players discard their hands & draw 5 cards Exterminate 2 Battle: Losing side completely destroyed Doomsday Weapon 2 Target adjacent space* becomes a Hazard Zone * Adjacent to one of your stacks

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DOCTOR WHO- REMNANT OF THE DALEKS BY SIR GERARD LUFT, KDM The last of the Daleks have invaded the TARDIS Console Room. And it’s up to the Eighth Doctor, Romana and K9 to stop them from taking over the TARDIS. Whoever controls the TARDIS controls all of Causality.

Introduction This game is played with two players. Each player begins with three characters cards and there own deck, as detailed below.

Set Up The Doctor Character Cards

Character Power Toughness Tap The Doctor 2 1 Romana 1 2 +2 Attack Draws to Doctor if in the same area K9 2 2 +1 Attack Draw to Doctor if in same area

The Dalek Character Cards

Character Power Toughness Tap Dalek 2 2 +1 Attack Draw to any Dalek in the same area Dalek 2 2 +1 Attack Draw to any Dalek in the same area Dalek 2 2 +1 Attack Draw to any Dalek in the same area

Deck Area Power # in Deck TARDIS Console Room 1 8 TARDIS Library 0 8 TARDIS Clock Garden 0 8 TARDIS Altar Room 0 8

Miniatures and Map If you have any problem keeping track of who is in what area each turn, draw up a map of the TARDIS and pull out your Doctor Who actions figures or miniatures! (As a matter of fact, these game rules were modified from a D20 Time Lord conversion we did. We created this system to better capture the fact that

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the Doctor’s “attacks” are usually not combative per say. Additionally, the card system was created to better streamline an already streamlined system (i.e., D20))

The Turn 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49.

Each player lays his character cards (and miniatures) out face up before him. Then they draw a card from their deck for each of their characters, going right to left. The cards drawn indicate which area of the Console Room each individual character is that turn (If random location seems unrealistic, one merely needs to watch a few episodes of Doctor Who, Star Wars Episode IV, or any early seasons of Star Trek: the Next Generation, to see the heroes running “like chickens with their heads off” trying to save their derrières; it’s just the fun of true space operas!). If any character is in the same area with an opponent character, they may attack that opponent. (e.g., The Doctor, K9 and two Daleks are in the Library. Before a conflict occurs, players must decide if they wish to Tap (rotate 90 degrees/ AKA siding) a character to Support another character in the same area (e.g., K9 taps to support the Doctor, and one Dalek taps to support the other Dalek. Characters tapped due to damage taken in previous turns can not be tapped to support. The attacking characters must choose their targets. A character that is tapped to support can not be targeted. If there is a character that is tapped due to damage, then that character can be targeted. Only characters tapping to support are exempted from being targeted. Players should take turn attacking. However all attacks are considered to be simultaneous. A player draws one card from their deck for each character attacking. The character can draw more than one card if any other characters are tapped to support him or her (e.g., Tapping Romana when in the same area as the Doctor allows the Doctor to draw two additional Attack Draws when he enters into a Conflict). Each card in the deck has a Power score (either 0 or 1). Take the character’s Power score and add that number of +1’s that he or she received from their attack draw(s). If the modified Power of the character attacking is greater than the Toughness score of their target, then that character has been injured. The first time a character is injured, that character card is tapped. For the remainder of the game, that injured character can not tap to support another card in the same area. Also, if that tapped character is successfully hit again, then it is removed from the game. After all conflicts have been resolved, characters that were tapped to support are untapped. The cards drawn for character location and Attack Draws are discarded. One does not need to reshuffle the discard pile each turn. But if one does, the probability balance will be much more accurate (this we found after doing some serious play testing with this game). The turn sequence repeats until all characters on one side are defeated. The player with the last “man” standing is the winner.

DW: RoD Thoth files: http://www.angelifire.com/games4/doctorwhoeyespy/dwrod.zip (If you have problems with this link, just copy and paste it to your browser.)

IMPORTANT NEWS 698

We have entered the Doctor Who fortieth anniversary celebration year! This coming year, Paul McGann continues his role as the current Doctor in an all new production of the legendary Doctor Who serial, Shada. Stay current with important news about the Doctor, Romana and K9 at: http://www.bbc.co.uk/cult/doctorwho/

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DODECA INTRODUCTION Abstract strategy

game. Similar to chess. Dice are used as pieces.

OBJECT Capture both of your opponents Dodecas.

THE BOARD The board is a 10 X 10 grid.

THE PIECES Dice are used as pieces. They are also referred to as units. Each player has a set of 20 dice. Dice come in many colors. The color schemes of the two opposing sets should easily set them apart. There are 4 types of dice: four sided Tetras, six sided Cubes, eight sided Octos, and ten sided Dodecas.

UNIT CHART # Name: Type: Abbreviation: 10 Tetras Four sided dice (D4) 4 Cubes Six sided dice (D6) 4 Octos Eight sided dice(D8) 2 Dodecas Ten sided dice (D10) # = Number of that dice in a set of 20.

Move: Orthogonal Diagonal Diagonal Orthogonal

Capture: Diagonal Orthogonal Diagonal Orthogonal

SETUP You set up your pieces on your back 2 rows. All 10 of your Tetras go on your second row. The order of your pieces on your back row: 6,6,8,8,10,10,8,8,6,6. Before each piece is placed on the board, the die is rolled, and is placed that face up. For example, you roll a 5 on a six sider. The die is placed on the board with the 5 face up. Four sided dice are read along the bottom edge.

RULES Players take turns. Roll high on a D10 to see who goes first. On your turn you may do one of 2 things: 1. Move one of your units and reset its face number 2. Reroll a die to reset its face number When you move a unit you must move it a number of spaces equal to the number on its top face. Tetras move orthogonally and capture diagonally. Cubes move diagonally and capture orthogonally. Octos move and capture diagonally

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Dodecas move and capture orthogonally. Units may never jump over other units. You may not land on a friendly piece. If you land on an enemy piece you have captured it. Captured pieces are removed from the game. After a piece moves or captures its top face number must be changed +/- 1. For example a cube of face 5 captures. It can be rotated to the 4 or 6 face. For example a cube of face 6 moves. It must be rotated to the 5 face. Instead of moving you may roll one of your dice. The die is returned to its same space with the result of the roll face up. A player may not do two rerolls in a row unless he has no other possible move.

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DODGE BALL

INTRODUCTION Board and card game for 2 players.

VICTORY Eliminate all players on the opposing team.

THE BOARD Use an 8 x 8 grid (Chessboard)

PIECES Use pawns, checkers, miniatures, coins, rocks, etc. to represent men. Each team has 6 men (or women).

SETUP Place your six men on your back row. Roll on the Skill table once for each of your men. You may allow your Team Captain 2 Rolls.

STACKING Men may never stack.

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Your men may move only on the first 4 rows of your side of the board. Likewise your opponent may only move his men on his side of the board.

THE DECK Players share a common deck

TURN SEQUENCE Players take turns. Each turn has 4 phases: Draw Phase Run Phase Throw Phase Dodge Phase

DRAW PHASE Draw 3 cards. If the deck runs out, shuffle the discard & draw from it.

RUN PHASE Play a Move card to move a man that many Spaces, orthogonally or diagonally. A man can move only once per turn.

THROW PHASE Play a Throw card to have a man throw at a target that many Spaces away, orthogonally or diagonally. A man can move only once per turn. A target opposing player that is Hit is out. The target opponent may play a Dodge card to Negate a Throw card. The target opponent may play a Catch card to Negate a Throw, and allow one of your Out players to come back in. The player comes in at any one of your side spaces.

CARD LIST NOTATION # = Copies of that card in the deck M = Move T = Throw D = Dodge C = Catch S = Skill X = Special K = As a Knight moves in Chess Dist = Distance

COMMON DECK CARD LIST Card Name Walk Jog Run Sprint

# 5 5 5 5

Dist 1 2 3 4

Type M M M M

Notes

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Cut Across Throw Short Throw Near Throw Long Throw Far Side Throw Dodge Blocking Ball Duck Dip Dive Catch Skill Get Mad Time Out Think Intimidate Penalty Return Package Not Looking No Balls Double Teamed Aim Low

5 6 5 5 4 5 2 2 2 2 2 5 10 1 1 1 1 1 1 1 1 1 1

K 1 2 3 4 K -

M T T T T T D D D D D C S X X X X X X X X X X

Draw 3 cards Draw 3 cards Look at opponent Hand Opponent must discard 2 cards Opponent must discard 2 cards Reflect Throw back on Thrower Negate a Dodge or Catch card Opponent may not Throw this Turn Negate a Dodge card Negate a Catch card

PLAYER SKILL TABLE 1D6 1 2 3 4 5 6

Skill Dodge Fast Aim Catch Strong Quick

LINKS IDBF Fun&Games Arcade Dodge Variants NES

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Notes: This player This player This player This player This player This player

may may may may may may

use use use use use use

Skill Skill Skill Skill Skill Skill

card card card card card card

as as as as as as

a a a a a a

Dodge Card Run Card Throw Long Card Catch Card Throw Far Card Cut Across Card

DOGS OF WAR INTRODUCTION Card game for 2-4+ players. Players build teams of Mercenaries (Mercs) and send them on missions.

OBJECTIVE The player with the most money at the end of the game wins. Players can keep their money hidden from each other.

SETUP Roll high on 1D6 to determine turn order. Each player starts with $100,000. Shuffle the deck. Each player is dealt 7 cards.

MONEY Use spare change. One penny = $1,000.

END OF GAME The game ends when a player goes to draw a card from the deck, and there are no cards left.

THE DECK Players share a common deck. There are three types of cards in the deck: 1. Mission Cards 2. Mercenary Cards 3. Action Cards

MISSION CARDS Mission cards contain 3 pieces of information: 1. A brief description of the mission. 2. The skill that applies to the mission. 3. The Danger level of the mission: Low, Medium, or High.

MERCENARY CARDS These are professional “Character” Mercenaries. Each Mercenary cards contain 3 pieces of information: 1. A brief description of the Mercenary: Name & Nationality 2. The Skills the Mercenary has. 3. The Fee the Mercenary charges to go on a mission. Unless killed, a mercenary can be used from mission to mission. When not on a mission the merc is kept face up in a ‘Base’ pile next

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to the player that controls him.

ACTION CARDS Most of these affect combat in some way, others say when and how they are used.

BASIC MERCENARIES Use tokens or whatever to represent basic mercs. Basic mercs are relatively unskilled mercs hired on site in the third world countries where the missions take place. Basic mercs cost $5,000 each to recruit one Basic Merc Combat unit. Each unit may actually represent several soldiers. Basic Mercs stick around for only one mission. After it is over they disband, and the units are discarded. In combat each unit contributes one combat die and can sustain one casualty before being destroyed.

TURN SEQUENCE Players take turns. Each turn has 7 phases: 1. Contacts Phase 2. Negotiations Phase 3. Recruitment Phase 4. Insertion Phase 5. Execution Phase 6. Extraction Phase 7. Debriefing Phase

CONTACTS PHASE The current or active player may draw 1 card. The active player may draw an extra card for $10,000.

NEGOTIATIONS PHASE The player may choose to conduct a mission. The player plays a mission card from his hand onto the table face up. The player rolls to determine the fee he negotiates: Mission Danger Level Low = 2D6 X $10,000 Mission Danger Level Medium = 4D6 X $10,000 Mission Danger Level High= 6D6 X $10,000 If after the roll is made, the player does not like the roll, he may choose to not take the mission. If a mission is not taken, another player may take the mission and put it into his hand. If no one wants the mission it is discarded. If more than one other player wants the mission, those players may make a money bid for it. The bid is secret. Only the winner pays. The bid winner gets the card. The active player may go on only one mission on his turn. If the active player chooses not to take a mission, his turn ends. Payment is made in Debriefing Phase, if the mission is completed successfully.

RECRUITMENT PHASE The active player assembles his team of mercenaries.

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There must be at least one Merc minimum. The team can have a maximum of 12 mercenaries: Basic and Character. At least one merc on a team must be a character merc to act as a Leader. Basic Mercs cost $5000 to recruit. Character mercs have their fee written on their card. The character merc may be from the players hand or ‘Base’ pile. There is an extra fee of $5000 if no character merc has the Pilot skill.

INSERTION PHASE Roll to determine the number of enemy units present at the mission that must be defeated: Mission Danger Level Low = 1D6 Mission Danger Level Medium = 2D6 Mission Danger Level High= 3D6 Enemy units are similar to Basic merc units. Use tokens or chits to represent Enemy units. Each enemy unit can represent several soldiers, squads, defenses, weapon systems, or vehicles. One random opponent is chosen to be in control of the enemy units.

EXECUTION PHASE Execution or Combat phase is broken down into turns. During each turn the enemy units roll one combat die (CD) each. Use six siders (D6) for Combat Dice. During each turn every merc unit rolls one combat die each. Some skills allow character mercs to gain extra combat dice rolls. Combat Action cards may be played for a variety of effects. Each side may play up to 2 action cards per combat turn. Most cards allow a side to gain extra combat dice rolls. For each DC roll made a result of 4-6 inflicts one casualty on the other side. A roll of 1-3 has no effect. Casualties are inflicted simultaneously. For each casualty inflicted on the enemy discard an enemy unit. For each casualty inflicted on the mercs discard a basic merc unit or a character merc card. Basic mercs become casualties before Character mercs. Combat ends when one side is completely killed off. At the end of a combat turn the active player may choose to abort the mission. If a mission is aborted the character mercs return to base, and the mission card is discarded. At the end of execution phase all enemy and basic merc units are discarded. At the end of execution phase all surviving Character mercs return to base. If the Merc team has the skill listed on the mission card the merc side gets +2 Combat Dice per combat turn.

EXTRACTION PHASE For 1-4 5-6 Add

each Character merc that became a casualty in mission phase roll 1D6: The merc was killed, maimed, or captured. (Discard) The merc was wounded, escaped, retreated. (Goes to base pile) +1 to the roll if one of the mercs had Medic skill.

DEBRIEFING PHASE If all enemy units were destroyed and there were surviving Character mercs, the mission is successfully completed, and the player may collect the Mission payment fee. Between turns players may trade cards and money.

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MERC SKILL LIST Skill: Rescue Escort Guard Raid Clear & Control Pilot Medic Commando Leadership Recon Sniper Guerilla Warfare Veteran Survival SWAT Training Special Forces Search & Destroy Loyal Ex-Marine Delta Force Green Beret Air Force Ranger Freedom Fighter Assassin Tough Guy Fighting Machine SOB Tactics Frogman Navy Seal Soldier of Fortune Lucky Security Expert Artial Arts Kung Fu Mechanic Demolitions Law Enforcement

Notes: +1 CD Hostage Situations +1 CD Transport +1 CD Protect Set Location +1 CD Search & Destroy +1 CD Take & Hold Territory +1 CD +1 CD +1 CD +1 CD +2 CD on first turn +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD +1 CD Everything works +1 CD +1 CD Crowd Control

MISSION CARD LIST Mission Name: Rescue Survey Team Free Oil Workers Rescue TV Reporter Rescue Company Personnel Liberate Political Prisoners Rescue Kidnapped Diplomat Free Rebel Captives Rescue Hostages Escort Convoy Evacuate Foreign Nationals Escort Foreign Dignitary Arrange escape of VIP Escort Arms Shipment Get supplies to Rebels Evacuate Presidential Staff Help Cabinet Minister Escape Deliver Industrial Equipment Protect Foreign Nationals Protect Oil Tanker in Port

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Danger: M H M L L H L M L L M M L L H H M L H

Skills: Rescue Rescue Rescue Rescue Rescue Rescue Rescue Rescue or SWAT Escort Escort Escort Escort Escort Escort or Mechanic Escort Escort Escort or Mechanic Guard Guard

Security for Secret Meeting M Protect Well-capping Team H Protect Repair Crew L Protect Pipeline Workers M Guard Red Cross Team L Secure Airfield H Prevent Destruction of Mine M Prevent Looting of Holy Site L Protect Holiday Resort L Destroy Terrorist Cell H Destroy Insurrectionist Group M Hunt down Assassins L Exterminate Revolutionary Group Destroy Radar Post M Raid Safe House M Retrieve Mining Equipment L Sabotage Bridge L Sabotage Rail Junction L Retrieve Secret Documents M Intercept Arms Shipment Open up Border Crossing Clear Area of Rebels H Clear Roadblocks M Establish Supply Route M Gain control of Mountain Passes Clear out Village M Rescue Industrialists from Mobs Foment Trouble L Save Art Treasures from Mobs L Suppress Uprising H Secure Support of Separatists L

Guard Guard Guard Guard Guard Guard Guard Guard Guard Raid Raid or Search & Destroy Raid or Assassin H Raid Raid Raid Raid Raid or Demolitions Raid or Demolitions Raid H Raid H Clear Clear Clear or Mechanic Clear H Clear Clear M Clear Guerilla or Freedom Fighter Clear Clear Leadership

MERCENARY CARD LIST Merc Name: Patsy the Prick The Reverend Demolition Dan Big Johnson Crazy Igor Doc Mohammed Abdul Brass Balls Malone Old Blood & Guts Snake Eyes One Eyed Jake Bullseye Captain Jack Rosco Mr. T. Bushbaby Boomer Fidel Chavez Victoria Cross Sparky Helmut Chang Vance Luke Frenchie Segal Chuck McGuyver Santos

Fee: 10,000 10,000 10,000 10,000 10,000 10,000 10,000 10,000 10,000 10,000 10,000 10,000 10,000 10,000 10,000 10,000 10,000 15,000 15,000 15,000 10,000 10,000 10,000 10,000 10,000 10,000 10,000 10,000 15,000 10,000

Skills: Pilot, SOB Guard, Escort Demolition, Guard Clear, Green Beret Raid, Escort Medic, Leader Freedom Fighter, Guard Rescue, Pilot Veteran, Clear SWAT, Escort Commando, Escort Sniper, Rescue Leadership, Pilot Recon, Raid Tough Guy, Rescue Recon, Clear Air Force Ranger, Search & Destroy Guerilla, Leadership, Clear Guerilla, Pilot, Escort Sniper, Raid, Medic Mechanic, Lucky Raid, Special Forces Kung Fu, Escort Guard, Security expert Mechanic, Soldier of Fortune Frogman, Loyal Navy Seal, Martial Arts Martial Arts, Delta Force Mechanic, Tactics, Rescue Assassin, Pilot

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Rambo Clint Bruce

10,000 Commando, Fighting Machine 10,000 Ex-Marine, Tough Guy 10,000 Law Enforcement, Tough Guy

COMBAT ACTION CARD ABBREVIATIONS Side: Which side that is affected by playing the card… R= Resistance: The card can be used by Enemy units only M= Merc: The card can be used by Mercenary units only B= Both: Either side may use the card. Bonus: The number of additional Combat dice that side gets for playing the card. U= The side that plays the card gets the indicated number of additional units: Enemy units or Basic Mercs units as appropriate. Units remain until killed. Duration: How many turns the CD bonus lasts for (or when the card is played): F= First turn of Combat only 1= Any one turn of Combat 2= Any one turn of Combat except the first T= Any two consecutive turns of Combat O= Every other combat turn. A= The entire rest of the combat A1= The entire rest of the combat. The card must be played on the first turn A2= The entire rest of the combat. The card must be played on the second turn or later.

COMBAT ACTION CARD LIST Card Name: Guard Tower Ambush Heavy Machine Gun Sniper Surprise Attack Grenades Rocket Attack Anti-Personnel Mines Booby Traps Reinforcements Heavy Resistance Light Resistance Captured Enemy Surrenders Veteran Troops Fanatic Troops Guerilla Troops They’ve got a Tank! Conscript Troops Night Vision Equipment Helicopter Gunship Mortar Fortified Position Enemy Routs Cut Communications Kill Leader Surrounded Position Compromised Smoke Screen Civilian Resistance Out of Ammo Local Contacts Crossfire Doublecross Local Fanatics Ally Local Warlord Allies Local Rebels Ally Disinformation

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Side R R B R M B B R R R R R R M R R R R R M M R M M B M B B R R M M B R M M M M

Bonus +1 +2 +1 +1 +2 +2 +2 +2 +1 +2U +2U -2U +2 +2 +1 +1 +1 +1 -1 +1 +2 +2 -1 +2 +1 +2 +1 +1 -1 +1 -1 +1 +1 +2 +2U +2U +2U -2

Duration A1 F A A F 1 1 F F 2 F F 1 1 A1 A A1 A A1 A1 T O A1 1 A A A A 1 A A2 A1 A A1 F F F F

Death Squad R Martyrs R Know the Terrain B Friendly Fire R Target Moved R Everything goes to shit Radio Intercept B Innocent Bystanders M

+1 +1 +1 +2 +1 R +2 -1

A1 A A 1 A1 +1 F A

A

MISCELLANEOUS ACTION CARD LIST Careful Planning- Counts as having Rescue and Raid Skill this turn. Freelancer- Take control of other players mercenary permanently in your recruit phase. Native guide- - Counts as having Escort and Pilot Skill this turn. Bribe- Discard $10,000. Take control of other players mercenary permanently in your recruit phase. Renegotiate- Reroll your Negotiations dice roll in Negotiations phase. Political Pull- Add 2D6 to your negotiations roll. Body Armor- Negate 1 casualty received during combat. First Aid- Counts as having Medic skill this turn. Unstable Situation- Cause opponent to discard a mission card in negotiations phase before roll is made. Lower bid- Steal mission card from opponent in negotiations phase before roll is made. Bloodbath- Both sides get +2 CD this combat turn. Revenge Killing- Kill any 1 target character Merc during your Debriefing phase.

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DOOM TROOPER EMPIRES

INTRODUCTION Doom Trooper Theme. Module for the Warp Empires system. You must use the Warp Empires system to play this game. Various races fight for control of the planet Mars.

DISCLAIMER 712

Doom Trooper, Warzone, and Mutant Chronicles are copyrighted, licensed properties. This is merely a Fan site.

MAP Map of Terraformed Mars. When creating a random Map roll on the Terrain Type Table:

ZONE TYPE TABLE 1D10 1-2 3 4 5-6 7 8 9 10

Type: Notes City: Generate Income Desert Jungle Plains Mountain: Units except Flyers must stop upon entering Ravine: No unit may enter except Flyers Water: No unit may enter except Flyers & Water Units Polar

FACTIONS Each player picks one Faction: Capitol Imperial Bauhaus Mishima Cybertronic Brotherhood Dark Legion Each Faction has a unique Unit Set. Each Set has 50 chits.

UNIT LISTS NOTATION # = Copies of this Chit in the Set Air = Flying Unit Assault = Short Range Combat Specialist Barrage = Long Range Firepower Specialist Water = Amphibious Unit: Force +2 in or Adjacent to Water Spaces Desert = Desert Unit: Force +2 in or Adjacent to Desert Spaces Jungle = Jungle Unit: Force +2 in or Adjacent to Jungle Spaces Armor = Heavy Body Armor or Armored Vehicles Core = Basic Soldiers Infiltration = Stealth Units Defense = These Units get Force +2 when Defending Leader = Veteran Personality Fortification = These Units cannot Move Poison = Unit specializes in Biological/Chemical Warfare

CAPITOL UNIT LIST Unit Name Purple Sharks Free Marines Sunset Strikers Banshees Sea Lions Scorpions Infantry

# 5 5 5 5 5 5 5

Force 3 4 3 3 4 2 2

Speed FF S M FF M M S

Notes Air Barrage Infiltration Air, Barrage Water Desert Core

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Orcas Captain Citadel

5 5 5

4 4 5

M F -

Armor Leader Fortification

Force 1 2 4 2 3 3 3 3 4 5

Speed FF S F M S M M S F -

Notes Air, Barrage Defense Infiltration Assault Assault Infiltration Assault Core Leader Fortification

Force 4 2 2 3 2 3 4 4 4 5

Speed M M M F M FF S S F -

Notes Assault Jungle Core Armor Infiltration Air, Infiltration Assault Armor Leader Fortification

Force 3 2 2 3 2 2 4 4 4 5

Speed M F S M M S M FF F -

Notes Defense Infiltration Assault Assault Infiltration Core Armor Air, Barrage Leader Fortification

IMPERIAL UNIT LIST Unit Name Rams Air Cavalry Trenchers Blood Berets Young Guard Clansman Golden Lions Berserkers Warhounds Chieftain Citadel

# 5 5 5 5 5 5 5 5 5 5

BAUHAUS UNIT LIST Unit Name Venusian Rangers Kommandos Hussars Dragoon Jaegers Blitzers Etoiles Mortant Vulkans Kommandant Citadel

# 5 5 5 5 5 5 5 5 5 5

MISHIMA UNIT LIST Unit Name Samurai Crimson Devils Bushido Tiger Dragons Ronin Ashigaru Meka Warheads Hero Citadel

# 5 5 5 5 5 5 5 5 5 5

CYBERTRONIC UNIT LIST Unit Name Deathdroids Machinators Shock Troopers Cuirassiers Chasseurs Cybercurity Volunteers Chemimen Specialist Citadel

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# 5 5 5 5 5 5 5 5 5 5

Force 3 3 3 4 4 3 2 2 4 5

Speed M FF S M F M S S F -

Notes Armor Air, Barrage Assault Assault Barrage Infiltration Core Poison Leader Fortification

BROTHEHOOD UNIT LIST Unit Name Death Angels Mortificators Archangels Sacred Warriors Valkyries Mystics Inquisitors Assassins Keeper of the Art Citadel

# 5 5 5 5 5 5 5 5 5 5

Force 3 3 2 3 2 4 4 3 4 5

Speed FF F S S F M M M F -

Notes Air, Barrage Infiltration Core Defense Assault Assault Armor Infiltration Leader Fortification

Speed FF S M M S S M M F -

Notes Air Poison Infiltration Core Barrage Assault Armor Assault Leader Fortification

DARK LEGION UNIT LIST Unit Name Nazgaroth Legionnaires Heretics Necromutants Unholy Carronade Horde Troopers Behemoth Karnophages Nepharite Citadel

# 5 5 5 5 5 5 5 5 5 5

Force 3 2 2 3 4 3 4 3 4 5

VICTORY You win if you control all the Cities on the Map

SETUP Each player starts with a City with 5 random units and a hand of 5 cards.

ACTION DECK Players share a common Action deck

DRAW PHASE First discard any cards you don't want. Each player draws 3 action cards. Max hand size = 7. Discard excess cards. If the deck runs out, shuffle the discard and draw from it.

REVENUE PHASE Income is in “Credits” Every City produces 5 Credits per turn.

MOVE PHASE Use Action cards to move stacks or units in stacks. FF = A Flying unit can move 1-4 spaces & may jump over opposing stacks.

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F = A Fast unit can move 1-3 spaces. M = A Medium speed unit can move 1-2 spaces. S = A Slow unit can move 1 space. Non-flying Units can move into but not through opposing stacks.

ACTION DECK CARD NOTATION E = Event B = Battle Event

ACTION DECK CARD LIST Card Name Tactical Maneuver Operational Maneuver Strategic Maneuver Scanners Hand-To-Hand High Morale Surprise Attack Ambush Retreat Botched Orders Initiative Manifest Destiny Spy Forced March Assassination Freelancers Strafe Missiles Insertion Sortie Raiding Party Deadly Gasses Absorb Punishment Combat Tactics Kill Zones Leadership Mystic Arts Dark Symmetry Quality Loyalty Efficiency Opportunity Discipline

LINKS Mutant Chronicles Warzone Doom Trooper

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# 15 10 5 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Type E E E E B B B B B E E E E E E E B B E E B B B B B B B B B B B B B

Notes Move 1 Stack Move 2 Stacks Move 3 Stacks Look at target Stack All your Assault Units get Force +3 All Units in Stack get Force +1 Attacking Stack gets Force +8 Defending Stack gets Force +8 Negate Target Casualty Negate an Event Card Just played Draw 3 cards Look at next 7 cards in deck Look at opponents Hand Move target Stack a Second time this turn Discard target Leader Hire a Force = 3 Slow Core Unit Cost = 3 All your Flying Units get Force +3 All your Barrage Units get Force +3 Move Infiltration Unit Move Flying Unit All your Infiltration Units get Force +3 All your Poison Units get Force +3 All your Armor Units get Force +3 All your Core Units get Force +3 All your Fortification Units get Force +3 Leader Unit gets Force +5 Brotherhood Unit gets Force +5 Dark Legion Unit gets Force +5 Bauhaus Unit gets Force +5 Mishima Unit gets Force +5 Cybertronic Unit gets Force +5 Capital Unit gets Force +5 Imperial Unit gets Force +5

DOUBLOONS & DRAGOONS INTRODUCTION Players take the role of Merchant Princes in control of their own city state. Thru conquest and trade they try to outdo their opponents in the quest for Gold & Glory.

MATERIALS Gold Coins Map Dice = 20, 10, and 6 siders Paper and pencil Chits to represent units. Each player requires chits of a different color.

OBJECT Conquer all Cities on the map.

THE MAP The hex map should contain about 25 cities, many with ocean access.

TERRAIN NAME Clear 1 Rough 2 Difficult 2 enter Treacherous --Water (1) Reefs (2) Cities 1 units while there

MOV DEF TYPE --+1 +1

Plains or terrain containing roads and bridges Forests, Hills Mountains, Swamps; Cavalry use all 4 move points to

------+1

Mountain Peaks; Cannot be entered Rivers, Oceans, Lakes; Can only be used by ships Can only be used by ships Any unit except cannons in a city hex become Garrison

GAINING CONTROL OF NEUTRAL CITIES Neutral cities will have a garrison of 1D6 militia units. Players can gain control of neutral cities by diplomacy or military occupation. All current trade routes to the city cease to exist. New ones may be established.

SET UP Each player starts with a Home City, 20 gold, and 3 Militia.

ROUND SEQUENCE 1-Event Phase

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2-Bid for the Favor of the Church 3-Trading Session 4-Roll for turn order 5-Players take their main turns

EVENTS One player rolls 1D6 1 Black Plague- Random City generates no income this or next turn. Units present are destroyed on a roll of 1-2 on D6. 2 Surplus- One random trade good produces no trade income this and next turn. 3 Scarcity- One random trade good produces double trade income this and next turn. 4 Revolution- One random non-home city and its units become independent. 5 Renaissance Master- One random city produces +1 Gold in taxes for the rest of the game. 6 Fortification- One random city gains 1 Militia unit.

2-BID FOR THE FAVOR OF THE CHURCH Players make secret bids for for the favor of the church. Bids are revealed simultaneously. All gold bid is considered spent. The highest bid wins. The favor may be used this turn to: -Make one diplomacy attempt automatically succesful -Target stack cannot move or initiate an attack -Target city may not be attacked -Recruit an extra unit in target city -Negate a spy mission -Target opponent controlled Non Home City with no garrison (or militia only) becomes neutral -Win turn order roll -Get +1D6 to next rounds bid In case of ties, no one gets the Favor.

3-TRADING SESSION Players may trade gold, units, cities, promises, or anything of value.

4-ROLL FOR TURN ORDER Roll D10. High roll takes their Main Turn first.

5-MAIN TURN SEQUENCE There are 9 phases in the main turn sequence: 1-Upkeep 2-Taxation Revenue 3-Trade Revenue Phase 4-Production 5-Spy Missions 6-Movement 7-Battle 8-Establish Trade routes 9-Diplomacy Attempts

1-UPKEEP Pay 1 gold per 5 units you control. Units whose upkeep is not paid are immediately disbanded.

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Players may save gold from round to round.

2-TAXATION Gain 1 gold for each city you control & 3 gold from your Home city.

3-TRADE REVENUE Gain 1 gold per established trade route. Each City produces 3 trade goods and demands 3 trade goods. Roll D20 on the Trade Goods Table to determine goods produced and goods demanded. Double results are allowed.

TRADE GOODS TABLE D20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Goods: Silk Wine Spices Artwork Dyes Marble Silver Salt Candy Pearls Perfume Weapons Clothing Wool Mahogany Medicinals Glassware Opium None Roll again twice

4-PRODUCTION Recruit up to one unit at each city you control per turn.

UNITS TABLE NAME TYPE COMBAT Musketeers Pikemen Dragoons Lancers Cannon Militia Garrison Officer Diplomat Governor Agent Caravan

Infantry Missile Infantry Shock Cavalry Missile Cavalry Shock Missile Infantry Infantry Leader Leader Leader Leader Merchant

4 4 4 6 6 3 3 3 3 3 2

COST

MOVE

2 2 4 4 (2) 4 4 4 4 2

+1 vs Pikemen & Dragoons +1 vs Lancers +1 vs Pikemen +1 vs Missile +1 vs Infantry Garrison only +1 vs Cavalry Required for stack to move Recruit Neutral cities City generates +1 Taxes Negates Spy missions Establish Trade Route

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Caravel Galleon Frigate

Merchant Ship Ship Ship

2 5 5

2 4 4

Establish Trade Route Carry up to 4 units +1 vs Ships

5-SPY MISSIONS Roll 1D6 for every Gold you spend. On a roll of 1 on 1D6 roll on the following table:

D10 MISSION SUCCESS 1 -Assassinate: Destroy target Leader. 2 -Set Fire: Destroy target ship adjacent to land. 3 -Banditry: Destroy target caravan & gain 1D6 Gold. 4 -Piracy: Destroy target caravel & gain 1D6 Gold. 5 -Sabotage: Target stack cannot move or initiate an attack or action this and next turn. 6 -Bribery: Buy opponents stack not in home city: Pay cost of all units. 7 -Start Revolt: Target opponent's Non-Home City with no garrison (or militia only) becomes neutral 8 -Thievery: Opponent loses and you gain 1D6 Gold. 9 -Arson: Target Non-Home City produces no income and cannot recruit this turn or next turn 10 -Pick Mission Result. Agents negate a Spy mission targeting the Hex they occupy on a roll of 1-2 on D6.

STACKING Any number of units may occupy a single Hex.

6-MOVEMENT Rough & difficult terrain cost 2 moves to enter. Units cannot enter a hex occupied by enemy units unless the enemy units are all Leaders. Military units automatically capture (destroy) enemy leaders in the same Hex

7-BATTLE SEQUENCE One stack of units may attack an adjacent stack of units. Stacks may combine their attacks. Militia and stacks without an officer may not initiate attacks. Any unit may be attacked. The exception is nonmissle troops may not attack ships. Merchant and Leader units do not get attack dice. Both attacking and defending units make attack rolls in the following order: 1-Cannons attack 2-Ships attack 3-Garrisons attack 4-Musketeers attack 5-Dragoons attack 6-Pikemen attack 7-Lancers attack Units of the same type from both sides roll their attack dice simultaneously. Targets are declared before attack dice are rolled. An attack will destroy a target unit on a roll of 4-6 on 1D6 If the attacker is +1 against the target, add this to the attack roll. An attacker is -1 on his roll if the target unit is in a terrain that has a Defense value = +1 Attacks by musketeers and dragoons vs Ships are at -2

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Cannons cannot move & initiate attacks in the same turn.

8-ESTABLISHING TRADE ROUTES Routes between cities you control are established automatically. Routes can be established automatically with friendly empires. Merchant units originating from a supply city you control may establish a trade route with a neutral demand city by entering it. One Supply will satisfy one demand. Each Trade route will result in a revenue of 1 gold per turn.

9-DIPLOMACY If a diplomat occupies a neutral city pay 1 gold to make a Diplomacy attempt. On a roll of 1 on 1D6 gain control of the city and its garrison. Only one Diplomacy attempt per city per turn.

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DR WHO INTRODUCTION Players take the role of Renegade Time Lords working for the Celestial Intervention Agency. Players must work cooperatively to foil the plots of Temporal Marauders. The goals of Temporal Marauders are the destruction or conquest of Gallifrey, Nexus point Earth, or the Universe.

TIME LORDS Each Time Each If a

player is Lords are Time Lord Time Lord

a Gallifreyan Time Lord (Like Dr Who). also referred to as Field Agents. has 9 lives, a particularity of Gallifreyan biology. loses all 9 of his lives, he is out of the game.

THE DECKS There are two decks in the game: The Time Lord Deck, and the Temporal Marauder Deck. All players share both decks.

TEMPORAL MARAUDER DECK There are two types of cards in the Temporal Marauder Deck: Marauders, and Plot Twists. Plot Twists add to the Power of a Marauder card placed on top of them.

DICE & COUNTERS Ten sided dice are required. Counters are used as ‘plot tokens’ and to keep track of lives.

WINNING THE GAME If the players go completely through the Temporal Marauder Deck and defeat all the Marauders, they share a combined win. The player with the most lives + cards in his Victory pile is the first place winner. The next is the second place winner, and so on.

LOSING THE GAME If any Marauder Card ever gets 4 plot tokens on it, the time line is irreversibly disrupted, resulting in universal disaster. Time and Space unravel. All players lose. Game over.

TURN SEQUENCE Each turn has 4 phases: 1. Aid Phase 2. Marauder Phase 3. Mission Phase

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4. Plot Phase

AID PHASE Each player draws 3 cards from the Time Lord Deck. If the deck runs out, shuffle the discard pile and draw from it. A player may discard 2 cards to draw 1 card. Players may trade cards. Max hand size = 9. Discard excess cards.

MARAUDER PHASE Draw one card from the Temporal Marauder Deck for each Time Lord. Place these cards face up in the center of the Table. If any of the cards are Plot Twist Cards, draw another Temporal Marauder card and place it on top. Continue until all Plot Twists are covered by a Marauder card. All of these cards are considered to be in play.

MISSION PHASE Each player gets one Action Segment in Mission Phase. Players roll high on 1D10 to determine Segment order. A player may use his action segment to draw 3 cards. A player may use his action segment to attempt to defeat any one Marauder in play (A Mission). Resolve the attempt as follows: The Time Lord and the Marauder must determine and compare their respective Power Totals. To get a Power Total, each side rolls 1D10. These are the Power Rolls. The Time Lord may discard cards from his hand to add their Power to his Power Total. If the Time Lord rolled a 10, he may add another 1D10 to his Total. The Marauder adds its inherent power to the roll. The Marauder adds the power of all its Plot Twists to its Total. Compare the Power Totals. Higher Total wins. If the Marauder won, the Time Lord loses one life, and the Marauder remains in play. If the Time Lord wins, he lives, and puts the Marauder card and its Plot Twists into his Victory Pile. If it is a tie, the Time Lord is not killed, and the Marauder remains in play. If the Time Lord won, he gets an extra action segment that can be used this phase only to attempt to defeat another Marauder in play. A Time lord can only get one extra action segment per turn this way.

COOPERATIVE MISSIONS Players may cooperate and go on a mission jointly. Each Time Lord that goes uses up an action segment. Additional Time Lords may use cards and add 1D10 each to the Power Total of the First. If they succeed no one gets any extra action segments. Roll high on 1D10 to see which Time Lord gets to put the cards into his Victory pile. If they fail, they all lose a life.

PLOT PHASE Place one Plot Token on each Marauder card in play.

TEMPORAL MARAUDER DECK CARD LIST Card Name:

Type

Power

Notes:

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The Master M Darvos M Daleks M Cybermen M Sontarans M Ice Warriors M Movellans M Silurians M Sea Devils M Rutans M Entropy M Great Vampires M Draconians M Cessair of Diplos M Daemons M The Hand of Eldrad M The Last Fendhal M The Great Intelligence M Krynoid Germination M Mandragora Helix M Nestene Consciousness M Omega M Scaroth M Terileptils M Vardans M Warlords M Zygons M Robotic Yeti M Failed Experiment P Earth Invasion P Black Guardian of Time P The Time Destructor P Doomsday Weapon P Nova Bomb P Cybermat P Preserved in Ice P Misjump P Autons P Drain theEye of Harmony Ogrons P Interstellar Plague P Nexus Point P Mind Control P Non-Intervention P Psionic Powers P

+10 +7 +10 +10 +10 +4 +7 +6 +5 +8 +10 +7 +3 +2 +8 +2 +1 +4 +3 +2 +3 +5 +4 +1 +1 +1 +1 +1 +6 +2 +6 +6 +6 +4 +2 +2 +2 +2 P +2 +4 +2 +4 +2 +2

Insane Renegade Time Lord Creator of the Daleks Exterminate! Exterminate! Ruthless descendants of Earths Sister Planet Can Create 1 million Clones per Minute Martian Underground Cities Robotic Servitor Race The first Intelligent Life on Earth Aquatic Species of Silurians Amoeboid Race at war with the Sontarans Heat Death of the Universe Huge Humanoids: Enslave Worlds Hostile Aliens Druidic Goddess Imposter Powerful Alien Race Silicon Based Life Form Ghoulish creature Purely Mental Cosmic Being Giant Sapient Plant Pods Time Vortex Energy Life Form Spacefaring Sapient Radiation Time Lord trapped in Antimatter Universe Last of his race. Stranded on Earth Reptilian race: unleashed the Black Plague Energy beings. Pawns of the Sontarans Alien Kidnapers. Building an Army of Humans Homeless Alien Shapeshifters Servants of the Great Intelligence Goal of Universal Chaos Space Combat: Ignite Nebulas Robot Insects Suspended Animation Servants of the Nestene Consciousness +6 Power Source of all TARDIS Stone creatures that feed on blood Shallow areas in the Timestream Gallifreyan Doctrine

TIME LORDS DECK CARD LIST Card Name: The Key to Time White Guardian of Time Elixir of Karn U.N.I.T. Violate the 1st law of Time Rassilon Pacification Gun Fast Regeneration Mathematicians of Logopolis Block Transfer Computation Charged Vacuum Emboitements Chronic Hysteresis The Doctor Earth Empire The Federation Gravitron

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Power +10 +10 -+3 +1D10 +10 +4 -+3 +5 +2 +7 +10 +3 +4 +4

Notes: Complete Control of time Gain 1 Life United Nations Intelligence Taskforce Lose an extra life if the Mission Fails First & Greatest of Time Lords The target becomes friendly Gain 1 Action segment (after failing a mission) Used to shape or recreate reality +10 vs Entropy Forced Time Loop Future Conglomeration of Corporate Megaliths Future: Loose Planetary Alliance including Aliens Future Device: Controls Earths weather

The Sisterhood Hyperspace Travel Megara Perceptual Induction Temporal Stasis Terminus Fluidity of Time Alternate Time Line Deck Timestream Pharos Project Computer Pocket Universe Gallifreyan Absolute Time Microjumps Spatial Overlap The Human Factor Amplified Panatropic Compiler Solar Heat Gun Chameleon Circuit Temporal Invulnerability Temporal Vortex Gallifreyan Monitors Cell Regeneration Vault Demat Gun Transmat System Field Agent Equipment Screwdriver,etc. TARDIS Systems Energy Weapons etc. K-9 Unit Leela Gallifreyan Companion Human Companion Alien Companion Companions can be reused by a

+3 -+9 +3 +3 +5 ---

Keepers of the Sacred Flame Gain one Action Segment Alien Machines that dispense perfect justice Illusions of Wish Fulfillment Isolate an area from time travel Giant Spacecraft at the center of the Universe Discard to remove 1 Plot Token from all Marauders Discard to shuffle target Marauder into Marauder

--

Discard to remove all Plot Tokens from 1 Marauder +2

+3 +4 +3 +2 +3 +2 +2 +3 +3 -+3

Maintained by the Transduction Barrier Used for commando style raids TARDIS tactic. Materialize over physical objects APC NET: All Gallifreyan knowledge

+4 -+2

TARDIS technology. Camouflage TARDIS technology. Physically indestructible Gain 1 Action Segment. Center of all Time & Space Detect events that endanger time & space -Gain 1 Life Dematerialization Weapon Gain one Action Segment. Instantaneous Travel Universal Detector,Neutron Ram,Sonic

+3 +3

Homing Beacon, Safety devices, Computer, etc. Stunners, Lasers, Disruptors, Particle Beams,

+5 Versatile Field Robot Companion +4 Amazonian Human Female Companion +3 Lady Romanadvoratrelundar, Susan Campbell, etc. +3 Jo Grant, Ian Chesterton, Peri Brown, etc. +3 Nyssa, Vislor Turlough, etc. Time Lord in the same Mission phase.

DISCLAIMER 'Dr Who' is a copyrighted/trademarked property. This is just a Fan site.

725

DRACULAS CASTLE INTRODUCTION Board game for 2+ players. One side is Dracula and his minions. The other side is the Vampire Hunter and his assistants. Action takes place inside Castle Dracula.

VICTORY Completely eliminate all of your opponent’s pawns.

THE BOARD The board is a map of the interior of Castle Dracula. All rooms are named. Clearly depict connections between rooms. Each room is connected to 1-4+ other rooms. Rooms found in the Castle include: The Masters Chambers The Laboratory The Torture Chamber The Privy The Crypt The Grand Entrance The Grand Staircase The Courtyard The Bat Cave The Menagerie The Library The Wash Room The Coffin Room The Dungeon The Dissecting Room The Antechamber The Study The Greenhouse The Servants Chambers The Balcony The Kitchen The Unused Chapel The Wine Cellar The Labyrinth The Grand Hall The Waiting Room The Observatory The Cell The Bedroom The Parlor The Ball Room

THE VAMPIRES Use a black king to represent Dracula. Use 3 black pawns to represent the Lesser Vampires.

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THE HUNTERS Use a white king to represent the Vampire Hunter. Use 4 white pawns to represent the Assistants.

THE DECKS Each player has his own deck. Each deck contains 4 of each card listed.

THE VAMPIRE DECK CARD LIST Cards: Gaseous Form Bat Form Wolf Form Suck Blood Claws Mesmerize Regeneration Gift of Darkness Superhuman Speed Shadows

Effect: Defense Defense Attack Attack Attack Attack Defense Control Move Defense

THE HUNTER DECK CARD LIST Cards: Garlic Holy Water Cross Faith Wooden Stake Fire Mirror Salvation Firearms Hunting

Effect: Defense Attack Defense Defense Attack Attack Defense Control Attack Move

SETUP The Hunters pawns start in the Grand Entrance. The Vampires pawns start in the Masters Chambers.

TURN SEQUENCE Players go simultaneously. Each turn has 5 phases: 1. Draw Phase 2. Write Orders Phase 3. Move Phase 4. Attack Phase 5. Discard Phase

DRAW PHASE Each player draws 3 cards from his deck. If the deck runs out shuffle the discard and draw from it.

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WRITE ORDERS PHASE Players write down secretly how they want their pawns to move. A pawn can be moved into an adjacent room. A pawn can move twice if the player has a Move Card.

MOVE PHASE Orders are revealed and the pawns are moved. Any Move Cards used are discarded.

ATTACK PHASE If opposing pawns occupy the same room they may attack each other. To attack, discard an Attack card. This causes one Wound. Alternatively the attacker may discard a control card. The defender may discard a Defense card to negate one attack or control card. All attacks are simultaneous. A control card cannot be played against Dracula or the Primary Vampire Hunter. A non-negated control card causes the color of the defending pawn to be switched.

HITS Dracula can take 3 wounds before being destroyed. The Vampire Hunter can take 2 wounds before being destroyed. All other pawns are destroyed with a single wound.

DISCARD PHASE Discard your hand.

SUPPORT PAGE Action Card Set & Map Tile Set Available! Draculas Castle Support Page

CASTLE MAP by Themcganndoctor@aol http://warpspawn.tripod.com/draculascastledungeon.bmp http://warpspawn.tripod.com/draculascastlegroundfloor.bmp http://warpspawn.tripod.com/draculascastleupperfloor.bmp

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DRAGON POKER INTRODUCTION Card game. Players use cards to construct a dragon and provide it with treasure. Dragons is so stupid!

THE CARDS The deck contains 68 cards: 2 White Heads 2 White Bodies 2 White Tails 2 White Wings 2 Green Heads 2 Green Bodies 2 Green Tails 2 Green Wings 2 Black Heads 2 Black Bodies 2 Black Tails 2 Black Wings 2 Blue Heads 2 Blue Bodies 2 Blue Tails 2 Blue Wings 2 Red Heads 2 Red Bodies 2 Red Tails 2 Red Wings 2 Gold Heads 2 Gold Bodies 2 Gold Tails 2 Gold Wings 4 Dragon Slayers 2 Maidens 8 Gold Treasures 4 Gem Treasures 2 Dragon Eggs

TURN SEQUENCE 1- Shuffle deck. 2- One player is chosen as the dealer (Dragon Master). 3- Players ante in. 4- The Dragon Master deals out 7 cards to each player Cards are dealt face down unless house rules state otherwise. Play starts with the player to the DM's left and proceeds clockwise 5- In turn each player may discard up to 6 cards and receive replacement cards. 6- Players may now, in turn, raise the ante (Dragon Rage). Other players must match the raise or drop out. 7- In turn, If a player has a Dragon Slayer he must discard it to cause his opponent to discard a random card from his hand. 8- Players reveal their hands. The hand worth the most points wins. If tied, players split the pot (Dragon Council).

COMBINATIONS 729

Heads, bodies, tails, and wings are used to construct Dragons. Dragon eggs are wild cards and can be used as any color body part.

COMBO

POINTS

Serpent (Head & Tail) Beast (Head & Body) 2 Serpents or 2 Beasts (Bookends) Winged Serpent (No Body) Tailess Dragon (No Tail) Wingless Dragon (No Wings) Bastard Dragon (2 or 3 Colors) Wyrm (No body & 2 Tails) Chromatic Dragon (4 Colors) White Dragon Green Dragon Black Dragon Blue Dragon Red Dragon Gold Dragon Hydra (6 Heads & 1 Body)

1 1 2 2 2 2 3 3 4 5 6 7 8 9 10 12

TREASURE If a player has one of the combos above, he can earn extra points if his hand contains treasure cards:

TREASURE Gold Treasure Gem Treasure Maiden Dragon Eggs

POINTS 1 1 2 1

per 2 cards per card (one card max) per card if not used as a body part

VARIANTS Use 5 card hand size instead of 7 cards. Play it like Gin Rummy instead of Poker. Add more combos (Example: The two headed serpent).

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DRAGON SLAYERS INTRODUCTION Card game for 2 players. One player takes the role of the Dragon The other player takes the role of the Slayer (The adventuring party trying to slay the dragon)

THE DECKS There are 2 decks: The Dragon Deck The Slayer Deck

DICE & IMPLEMENTS Six-sided dice are needed. Pen & paper are needed.

VICTORY If the Dragon is reduced to 0 or less Hit Points the Slayers win. If all party members are killed, the Dragon wins.

HIT POINTS The Dragon has 10 hit points. Party Members (Slayers: Heroes & Men-at-Arms) have 1 hit point each. Each unblocked attack by the Dragon will kill one party member. Unblocked attacks by Slayers cause 1 or more hit points of damage to the Dragon.

PARTY GENERATION The Slayer rolls 8 times on the Recruitment table: The Slayer records on a piece of paper the composition of the party. Artifacts must be assigned to a hero that can use the artifact.

RECRUITMENT TABLE 1D6 1 2 3 4 5 6

Recruit: Wizard Warrior Archer Artifact 2 Men-at-Arms Pick one

Notes: Hero, Spell Attacks only Hero, Sword Attacks only (that do +1 Damage) Hero, Arrow Attacks only Roll on the Artifact Table Sword Attacks only

ARTIFACT TABLE 1D6 1 2

Recruit: Magic Sword Magic Arrows

Notes: Sword Attacks do +1 Damage Arrow Attacks do +1 Damage (Can be used 3 times)

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3 Magic Staff Spell Attacks do +1 Damage 4 Magic Potion Bring back killed Hero (Can be used 2 times) in Draw Phase 5 Magic Armor Attacks against Warrior negated on a roll of 1-4 on 1D6 6 Magic Scrolls Make a Spell attk w/o discarding a Spell Attk card (Use 3 times) Note: the Scroll attack is a 1 point attack. If the owner of an artifact is killed another hero that can use it gets it in Draw Phase.

TURN SEQUENCE The turn is divided into 3 Phases: 1. Draw Phase 2. Slayer Phase 3. Dragon Phase

DRAW PHASE The Slayer player draws 3 cards from the Slayer Deck. The Dragon player draws 3 cards from the Dragon Deck. If a deck runs out shuffle the discard and draw from it. Maximum hand size is 7 cards. Discard excess cards.

SLAYER PHASE The party may attack the Dragon. To make an attack, an attack card must be discarded from the players hand. The party may make multiple attacks. There must also be one party member alive who can make the attack. For example: To make a spell attack the party must have at least one Wizard. Both Warriors & Men-at-Arms may make Sword Attacks. A party member may make only one attack per turn. For example: If you have 2 Wizards you could make 2 spell attacks per turn. Each attack does a base of 1 point of damage to the Dragon. Some cards indicate they do a base 2 points of damage. Warriors inflict an additional point of damage when they attack. Some artifacts increase the amount of damage done by an attack. The Dragon player may block an attack by discarding a Blocking Card that targets the attack type. For example: The Dragon player may discard a ‘Magic Resistance’ card to negate a spell attack.

DRAGON PHASE The Dragon may attack the party. To make an attack, an attack card must be discarded from the players hand. The Dragon may make multiple attacks. The Dragon may only use one attack type once per turn. For example: The Dragon may not make 2 Firebreath attacks in one turn. The Dragon may only use one body part to make one attack type once per turn. For example: The Bite and Firebreath attacks are both ‘Mouth’ attacks so only one may be used. The Slayer player may block an attack by discarding a Blocking Card that matches the target type. For example: The Slayer may discard a ‘Shield’ card to negate an attack vs a Warrior or a Man-at-Arms. Each attack targets one party member. Dragons must attack Men-at-Arms first. After all the Men-at-Arms are killed the Dragon may attack Warriors next. After all the Warriors are killed the Dragon may attack Archers & Wizards.

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DRAGON DECK CARD LIST Card Name: # Notes: Bite 2 Mouth Attack Fangs 2 Mouth Attack Firebreath 2 Mouth Attack Claws 2 Limbs Attack Talons 2 Limbs Attack Crush 2 Limbs Attack Wing Buffet 2 Wings Attack Tail Sweep 2 Tail Attack Magic Resistnce 2 Negates one Spell Attack Scale Plates 2 Negates one Arrow Attack Hover 2 Negates one Sword Attack Dragon Armor 2 Negates one Spell or Sword Attack Melee 2 Negates one Spell or Arrow Attack Tough Hide 2 Negates one Sword or Arrow Attack Dragon Blood 2 Regenerate 1 Hit point Dragon Rage 2 Discard to draw 3 cards Swoop Attack 2 Slayer draws 2 less cards next turn Single Out 1 Dragon may attack any Hero this turn # = Number of that type of card in the Deck.

SLAYER DECK CARD LIST Card Name: Sword Mighty Blow Arrow Missing Scale Lightning Bolt Fireball Dodge Armor Out of Range Skill Luck Retreat Magic Shield Teamwork Grievous Wound Recovery

# 6 1 4 1 2 2 2 2 2 2 2 2 2 2 2 1

Notes: Sword Attack for 1 point of Damage Sword Attack for 2 points of Damage Arrow Attack for 1 point of Damage Arrow Attack for 2 points of Damage Spell Attack for 1 point of Damage Spell Attack for 2 points of Damage Negates one Attack made by Dragon Negates one Attack vs Warrior or Man-at-arms Negates one Attack vs Wizard or Archer Negates one Attack vs Warrior Negates one Attack vs Man-at-arms Negates one Attack vs Archer Negates one Attack vs Wizard Discard to draw 3 cards Dragon draws 2 less cards next turn Return one 'killed' hero to play

CARDSET Thanks Zak for this amazing cardset: Click here to get it.

Pregenerated Parties for Dragonslayer by Rich Pizor

Party 1 (Pure Brawn)

Party 2 (Swords & Arrows) Party 3 (Magic Avengers)

Men-At Arms

Men-At Arms

Men-At Arms

Warriors

Warriors

Warriors

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Armor Archers

Wizards

Artifacts: None

Archers

Wizards

Artifacts: 3 Magic Arrows Magic Sword

Artifacts: 3 Magic Scrolls: Magic Staff

Party 4 (Balanced)

Party 5 (Offense)

Party 6 (Rejuvinators)

Men-At Arms

Warriors

Men-At Arms

Warriors

Archers

Archers

Wizards

Wizards

Artifacts: 1 Magic Staff 3 Magic Arrows:

Artifacts: 1 Magic Staff 2 Potions:

Warriors

Archers

Wizards

Artifacts: 2 Potions:

Party 7 (Magicly Enhanced) Party 8 (Symmetry)

Party 9 (Ranged Attacks)

Men-At Arms

Men-At Arms

Men-At Arms

Warriors

Warriors

Warriors

Wizards

Archers

Artifacts: 1 Magic Armor 1 Magic Sword 1 Magic Staff 3 Magic Scrolls:

Artifacts: None

Wizards

Archers

Wizards

Artifacts: 3 Magic Arrows:

Party 10 (Balanced, part 2) Party 11 (Nothing Special) Party 12 (Swords Ho!) Men-At Arms

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Men-At Arms

Men-At Arms

Warriors

Warriors

Warriors Armor

Archers Wizards

Archers Wizards

Wizards

Artifacts: None

Artifacts: 1 Magic Staff 3 Scrolls:

Artifacts: 2 Magic Potions: 3 Magic Scrolls:

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DRAGONLANCE COMPANIONS

INTRODUCTION Takes place 300+ years after the great cataclysm in the world of Krynn. Guide the Companions of the Lance in their exploration of the ruins of Xak Tsaroth to retrieve the Disks of Mishakal needed to defeat Takhisis, the Queen of Darkness. Card game for 2+ players.

DISCLAIMER Dragon Lance is a copyrighted, licensed, trademarked property. This is merely a fan site.

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THE DECK Players share a common deck.

GAME END The game ends when there are no cards left in the deck and everyone passes their turn without capturing a Foe card.

VICTORY The player with the highest Force total in his Victory pile wins the game.

SETUP Everyone gathers at the Inn of the Last Home. Shuffle the deck. Player who has read the most Dragon Lance books goes first.

TURN SEQUENCE Each turn has 2 phases: Adventure Phase Quest Phase

ADVENTURE PHASE Draw 4 cards. Max hand size is 9 cards. Discard excess cards.

QUEST PHASE You may capture a Foe card. Place the Foe card from your hand onto the table face up. To capture a Foe card, discard Hero and Aid cards with a total Force equal to or greater than the Force of the Foe card. Place the captured Foe card into your victory pile.

HEROES When capturing a Foe, you cannot play more than one copy of a single Hero. Certain Aid cards only work if played with the appropriate Hero.

CARD LIST NOTATION # H A F

= = = =

Number of that card in the deck. Hero Aid Foe

CARD LIST Card Name

#

Type

Force

Notes

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Tanis Half-Elven Caramon Majere Raistlin Majere Sturm Brightblade Goldmoon Riverwind Tasselhoff Burrfoot Flint Fireforge Stealth Potion of Strength Potion of Healing Potion Invulnerability Blue Crystal Staff Staff of the Magius Hoopak Battle Axe Sword Master Archer Magic Scroll Magic Wand Raise Dead Spell Turn Undead Detection Spell Immobilization Spell Human Mercenaries Baaz Draconians Baaz Draconians Giant Spider Trolls Spectral Minion Bozak Draconians Gully Dwarves Black Dragons Wraith Khisanth

LINKS DragonLance DragonLance DragonLance DragonLance

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3 3 3 3 3 3 3 3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

H H H H H H H H A A A A A A A A A A A A A A A A F F F F F F F F F F F

7 5 3 7 4 6 3 6 3 5 3 7 24 28 26 30 34 22 36 20 32 38 40

Qualinesti Ranger Fighter Wizard Knight of Solamnia Tribal Cleric Tribal Ranger Kender Thief Hill Dwarf Fighter

Cleric gets +7; +5 vs Dragons Wizard gets +5 Kender gets +3 (Staff Sling) Dwarf gets +3 Fighter or Knight gets +2 Ranger gets +2 Wizard gets +5 Wizard gets +7 Cleric gets +7 Cleric Defeats Ghost or Spirit Cleric or Wizard gets +3 Cleric or Wizard gets +3 Employed by the Dragon Highlords Spies of Takhisis Ground Troops Webs Regenerate Ghost Magic Users; Explode when killed Nuisances; Enslaved by the Draconians Hatchlings; Acid Breath Evil Spirit; Life Drain Ancient Huge Black Dragon

DREDD

INTRODUCTION Card game for 2+ players. Based on the comic series Judge Dredd.

DISCLAIMER Judge Dredd is a copyrighted, licensed property. This is merely a fan site.

VICTORY Be the first player to accumulate 100 Prestige Points (PP) PP are gained by apprehending Criminals.

THE DECKS Players share 3 common decks: Judge Deck Criminal Deck Event Deck Each deck has its own discard. A player will keep cards from all 3 decks in his hand.

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DICE 20-sided dice are needed. (D20)

TEAMS Each player controls a team of up to 4 Characters. Most characters will be Judges.

STATS Each Character will have 2 Stats: Fight & Investigate. A Stat will usually have a value between 0 and 4. Characters will also have one or more Traits such as: Judge, Psychic, Alien, etc.

SETUP The toughest player goes first. Each player draws 4 cards from the top of the Judge deck.

TURN SEQUENCE Players take turns. Each turn has 6 phases: Logistics Phase Recruit Phase Assignment Phase Investigation Phase Apprehend Phase Debriefing Phase

LOGISTICS PHASE Roll once on the Draw Table. 1D20: Result: 1-3 Draw top card from the Judge Deck 4-12 Draw top card from the Event Deck 13-18 Draw top card from the Criminal Deck 19-20 Draw top card from the Deck of your Choice If a deck runs out, shuffle the discard & draw from it. A player will keep cards from all 3 decks in his hand.

RECRUIT PHASE Take Characters from your hand and put them into play. Your Characters in play are placed face up in front of you. Characters remain in play until they are wounded/killed in Apprehend phase or some card effect causes them to be discarded. You may have a max of 4 characters in play. You may switch one of your characters in play with one in your hand

ASSIGNMENT PHASE You may put one Criminal card into play from your hand.

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INVESTIGATION PHASE Your Team may attempt to track down any one target criminal in play. (The whole process is referred to as a Mission) Roll 1D20. This is the Investigation Roll. Add the Total Investigation Stats of all of your Characters. Subtract the Investigation number of the Criminal. Add 1 if the Team investigated this Criminal last turn. Both Players may play (discard) Event cards that modify the Investigation Roll. If the Roll is 11+ the Team tracks down the Criminal. If the team rolled 10 or less, they could not find the criminal.

APPREHEND PHASE If your team tracked down a criminal last phase they may now attempt to Apprehend (Capture/Kill) the Criminal. Roll 1D20. This is the Fight Roll. Add the Total Fight Stats of all of your Characters. Subtract the Fight number of the Criminal. Both Players may play (discard) Event cards that modify the Fight Roll. If the Roll is 11+ the Team successfully captures the Criminal. If the team rolled 10 or less, the Criminal gets away and You must discard one of your Characters. A Criminal that gets away remains in play. Put a captured criminal card into your Capture pile.

DEBRIEFING PHASE The PP of a captured Criminal card = Fight + Investigation values. Max hand size is 8 cards. Discard excess cards to their appropriate discard pile.

CARD LIST NOTATION C = Character J = Character that is a Judge L = Leader Judge P = Character is a Psi-Judge X = Criminal E = Event Inv = Investigation Psi = Psychic TAJ = Take any Judge from the Deck & put it in your hand TDJ = Take any Judge from the Discard & put it in your hand Team = Characters controlled by one Player Neutralized = Character cannot go on Missions (& does not count vs team member limit)

JUDGE DECK CARD LIST Card Name Judge Dredd Detective Judge Armitage Treasure Steel Judge Anderson Alien Catcher General Kwame Assengai Psi-Judge Bhaji Judge Bram Judge Newt Shea Coran

Type L J J P C L P J J J

Fight 4 1 2 3 3 4 2 2 5 3

Inv 4 5 2 4 3 3 3 2 1 3

Notes: Immune to Discard cards (Plain Clothes Brit-Cit) (Rookie) (Accomplished Psi Judge) Stats +1 vs Aliens (Pan African Judge) (Delhi-Cit) (Retired) (Brit-Cit Brute) (Brit-Cit Babe Vice Judge)

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Oz-Judge Bruce Judge Cahill Med Judge Cassidy Laverne Castillo Psi-Judge Corey Judge Corzo Judge Dekker Devlin Waugh Investigator) Judge Morphy Psi-Judge Judge Ekerson Judge Giant Barbara Hershey Aiko Inaba Judge Jack Psi-Judge Janus Johny Alpha Future) Sergeant Joyce Psi-Judge Karyn Med Judge Kildare Ed MacBrayne Judge-Pilot Larter Missionary Man Judge Ocks Lola Palmtree Judge Perrier Judge Inspector Sadu Inspector) Judge Inspector Shimura Judge Becky Steel Judge Tex Judge Nikita Kramm

J J J J P J J C

3 3 1 2 1 2 3 3

2 3 3 2 2 2 3 3

(Laid-back Australian Judge) (Experienced Judge) Discard from play for TDJ (Reputation of Freezing-Up) (Rookie) (Banana City) (Rookie) (Vampiric Vatican City

J J J J J P C

3 P 3 3 2 3 2 4

3 1 3 3 2 2 2 3

(Judge Dredd’s Mentor) 2 (Rookie) (Excellent Street Judge) Immune to Discard cards (Hondo City Judge Inspector) Discard to give Team Fight +3 (Rookie) (Mutant Bounty Hunter from the

J P J J J J J J J L

2 2 1 4 2 3 4 1 3 3

2 3 2 2 1 3 1 4 2 4

(Well Liked Emerald Isle Judge) (Talented Psychic) Discard to give Team Inv +4 (Tough Calhab Judge) Vehicle cards get +3 Stats +1 vs Mutants (Big Judge) (Undercover Judge) (Veteran of the Apocalypse War) (Hondo Cities Toughest Judge

J J J

J 2 2 2

3 2 2 3

2 (Ronin) (Rookie) Stats +1 if Leader on Team (Covert Operations)

EVENT DECK CARD LIST Card Name The Academy of Law Judge Tutor Cadet Judge Apocalypse Squad Psi-Judge Ecks Full Recovery Bionic Replacements The Dead Man Resyk Hall of Heroes Aggro Drug Set Trap Nuclear Attack Disguises Atrocities Manipulations Klegg Mercenaries Psychic Mind Control Subliminal Messages Brain Blooms Biochip Transfer Anti-Mugging Suit The Big Smelly Plot Revenge Nightmare Gun Personal Teleport Devices Psi-Fog Escape

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Notes: TAJ TAJ Rookie only TAJ Rookie only (Trainee Judges) TAJ or TDJ TAJ Psi-Judge only (Head of Psi-Division) TDJ TDJ TDJ TDJ (Human Body Recycling Plant) TDJ (Justice Department) Criminal gets Fight +3 Criminal gets Fight +3 Criminal gets Fight +3 Criminal gets Inv +3 Criminal gets Inv +3 Criminal gets Inv +3 Criminal gets Fight +3 (Aliens) Criminal gets Inv +3 Criminal gets Inv +3 Criminal gets Inv +3 (Mind Control Parasites) Criminal gets Inv +3 (New Body) Criminal gets Fight +3 Criminal gets Inv +3 (Undercity River) Criminal gets Fight +3 Criminal gets Fight +3 Criminal gets Fight +3 Criminal gets Inv +3 Criminal gets Inv +3

The Maze Frame for Murder Rookie Move Protective Detention City Hall Computer Birdie Freelance Reporter Fergee Walter the Wobot Psi-Judge Fey Oracle Spice Crime Blitz Foil Plan Police Bloodhound Robot Interrogation The Brotherhood of Marshals Edwin the Confessor Wally Squad Trumped Up Charges Tweak Max Normal Unholy Alliance Tek Judges Atlantic Marine Division Justice Spacecraft K2000 Samurai Attack Suit Massive Assault Stumm Gas Stubb Gun Resistance Forces Flying Squad Lawmaster Bikes Quasar Bike Pat Wagon Modular Fighting Unit H-Wagon Manta Prowl Tank Judgment Day Drag Nets Round up Conspirators Dredds Comportment Dimension Jump Globes Lawgiver Gun Lawrod Rifle Colt Widowmaker Riot Foam City-Def Unit Slay Riders Will & Courage Read Minds Empathy Deep Psi-Probe Visit the Future Judge Pre-Cog Judge Conduit for Psychic Pain Telekinesis Sacrifice Celebrated Case Doomsayers Escape Titan Penal Colony Judge Child Freed from the Iso-Cubes Psychic Possession Cursed Earth

Criminal gets Inv +3 (Giant Housing Development) Criminal gets Inv +3 Criminal gets Fight +3 if team has Rookie Target Character Neutralized for 3 turns Team gets Inv +3 Team gets Inv +3 (Lie Detector Device) Team gets Inv +3 Team gets Fight +3 (Honorary Judge Mutant) Team gets Inv +2 or Fight +2 (Robot Sidekick) Look at next 10 cards in any deck Look at next 10 cards in any deck (Hallucinogenic) Team gets Inv +2 or look at opponent’s hand Team gets Inv +3 Team gets Inv +3 Team gets Inv +3 Team gets Inv +2 or Fight +2 (Extra +1 vs Mutants) Team gets Inv +3 Team gets Inv +3 (Undercover Judges) Team gets Inv +3 Team gets Inv +3 (Alien Companion) Team gets Inv +3 (Informer) Team gets Inv +2 or Fight +2 Team gets Inv +2 or Fight +2 Team gets Inv +2 or Fight +2 Team gets Inv +2 or Fight +2 (Vehicle) Team gets Fight +3 Team gets Fight +3 Team gets Fight +3 Team gets Fight +3 (Devastating Hand held Weapon) Team gets Fight +3 Team gets Fight +3 (Zipper Bikes & Power Boards) Team gets Inv +2 or Fight +2 (Standard Issue) Team gets Inv +2 or Fight +2 (Upgraded Lawmaster) Team gets Fight +3 (Vehicle) Team gets Fight +3 (K2001 Land Raider & Killdozer) Team gets Fight +3 (Hovering Patrol Saucers) Team gets Fight +3 (Riot Control Tank) Team gets Fight +3 Team gets Fight +3 Team gets Inv +2 or Fight +2 Rookie gets Inv +2 or Fight +2 Team gets Fight +3 Team gets Fight +3 (Six Settings) Team gets Fight +3 (Weapon) Team gets Fight +3 (High Powered Shotgun) Team gets Fight +3 (Spray Rubber Encasement) Team or Criminal gets Fight +3 Team gets Fight +3 (Mutant Marauders) Leader Judge gets Inv +2 or Fight +2 Psi-Judge gets Inv +4 Psi-Judge gets Inv +4 Psi-Judge gets Inv +4 Look at next 5 cards in all decks if you have a PsiLook at next 10 cards in any deck if you have a PsiPsi-Judge gets Fight +4 Psi-Judge gets Fight +4 Character gets Fight +5 then Discard Put any Criminal in the deck in your Put any Criminal in the deck in your Put any Criminal in the deck in your Put any Criminal in the deck in your Put any Criminal in the deck in your Discard target Psychic Character Criminal gets Inv +2 or Fight +2

Character hand hand hand hand hand

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Impossible Odds Suspension The Long Walk Judge Shortage Suicide Tender Resignation Random Physical Abuse Test Quarantine Bubble Special Judicial Squad (SJS) Major Trauma Democratic Referendum Three Laws of Bob Chief Judge McGruder Citizen Watchdogs The Dredd Syndome Judge Winslow The Chieftain Council of Five

Criminal gets Fight +3 Target Judge Neutralized for 3 turns Discard target Judge Discard target Judge Discard target Character Discard target Judge Target Judge Neutralized for 3 turns Target Character Neutralized for 3 turns Target Judge Neutralized for 3 turns (Judge the Judges) Target Character Neutralized for 3 turns All players discard their hands Roll 3 times on the Draw Table Roll 3 times on the Draw Table Opponent must discard 2 cards Opponent must discard 2 cards Opponent must discard 2 cards (Judge Accountant) Discard target Criminal (Assassination Squad Leader) Discard Hand & Roll 5 times on the Draw Table

CRIMINAL DECK CARD LIST Card Name The Mutant Ankhor Dark Judges Sisters of Death Imported Alien Seeds Total War Ape Gang Aggro Dome Violence Judge Death Orlok The Angel Gang War Marshal Kazan Arachnid Gene Virus Judge Supremo Batista Ex-Judge Grice Captain Skank Sabbat the Necromagus Illegal Bingo Halls Bite Fighting Ring Blob Crime Ring Blitzer Block War Block Mania Illegal Gameshow Studio Sons of Errin Cassidium Infection Brotherhood of Mutants Brotherhood of Trash Chopper Renegade Judge Bundy The Robot Wars Chief Judge Cal Chump Dumpers Space Condo Evacuation Comic Running Ring Meddling of Cosmus Cosmic Punks Dennis the DNA Man The Dinosaur Man Dinosaur National Park Gang War Doomsday Dogs Rico Dredd

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Fight 12 10 9 10 6 7 8 10 11 7 8 6 8 7 9 6 10 4 6 10 7 6 10 6 9 7 5 8 4 9 14 8 9 8 9 7 6 5 6 7 8 8

Inv 12 10 12 8 9 5 6 6 12 9 9 12 9 10 6 9 12 3 6 4 8 10 14 7 5 9 9 7 8 8 11 6 4 9 3 4 7 7 7 8 9 4 7

Notes: Future Undead Master of Mega-City One Risen Ancient Egyptian God King Death, Fire, Fear, and Mortis Turned Mega-City One into a Necropolis Hatch Alien Monsters Democratic Terrorist Group Intelligent Ape Ancestors Leisure Complex Major Recurring Undead Villain East-Meg Assassin Pa, Junior, Link, Fink, & Mean Machine Sov General - Started the Apocalypse War Turns victims into Giant Spiders Corrupt Leader of Banana City Saboteur of the Democratic Referendum Crazed Mutant Pirate with Sea Fortress Controls Armies of Zombies Very Addictive Illegal Combat Sport Face Change Surgery Contract Killer Multiple Block Wars 3 “You Bet Your Life” Inept Terrorist Liberation Group Turns victims into Werewolves Quasi-Religious Cursed Earth Group Wealthy Mutant Group Famous Fugitive Skysurfer Psycho Renegade Robots Mad Dictator of Mega-City One Dump Aliens in Deep Space Illegal 20th Century Comics Supreme Being Gestapo, File-Tooth, & Brainstorm Illegal Cloning Experiments T Rex Rampage Escaped Dinosaurs Rival Gangsters Mutant Terrorists Judge Dredd’s Clone Brother

Deliver Vaccine Rengade Judge Morton Judd Krakken Mechanismo Project Tek-Judge Eckon Eldster Ninja Mud Wrestlers Hunters Club Elvis the Killer Car Executioner Exo-Men Fairly Hyperman Father Earth Professor Fribb Full Metal Jackets Futsie Legion of the Damned Gila Munja God-Judge Juve Gang League of Fatties Heavy Metal Kids Hellfire Club Find the Judge Child Highwaymen Howler The Invisible Man Doctor James Julius Gold Jeffrey Jacobi Jimp Jonni Kiss Komputel Krong Legion Mega-City 5000 Mophioso Mori Colon Mr Moonie Murd the Opressor Mutie the Pig The Neon Knights Nosferatus Phantom of the Shoppera P.J. Maybe Precious Leglock Project X Puglies Rad Beast Escort Helltrekkers Raggedy Man Raptaurs Red Razors Rinus Limpopop Quintz Judge Kraken Death Fist Muties Bike Gang Trapper Hag Troggies Ueno Hama Undertone Hankok Uncle Ump Mass Breakout Whitey Logan

7 6 7 8 9 4 10 6 10 4 5 7 8 6 4 6 7 6 4 3 3 6 10 7 5 10 8 8 7 8 6 4 4 7 9 5 8 6 7 7 9 9 4 6 4 4 8 7 9 9 8 6 7 4 9 6 5 4 5 8 7

9 10 8 9 3 4 10 6 7 5 9 9 3 7 3 9 7 6 4 5 8 3 9 5 10 3 3 4 4 9 8 5 11 7 7 3 6 9 6 5 9 7 3 7 9 4 8 9 8 10 8 3 8 9 5 9 6 7 3 2 7 5

Across the Cursed Earth to Mega-City Two Leader of the Judda Cloned Warriors Judge Dredd Imposter Robot Judge Fiasco Illegal Experiments Vigilantes Death Aid Charity Sponsored Murders Robotic Car Vigilante former cadet Construction Exo-Skeletons Alien Vigilante Half Plant Mutant Cult Leader De-evolution Enzyme Feared Criminal Gang Victim of Future Shock Cursed Earth Robot Army Mutant Assassins Los Vegas Mutant Mafia Juvenile Delinquents Stealing Food Massive Industrial Robots in Revolt Bloodthirsty Juves Dangerous Deep Space Mission Mobile Street Pirates Galactic Dominator Alien Time Warp Device Blackmailed relatives of Cryogenic Heads Pathological Killer of Celebrities Judge Impersonator International Euro-Cit Hitman Automated Hotel that kills its guests Giant Animatronic Ape Super Mutant Illegal Annual Biker Gang Race Alien Gangsters with Electrical Powers Homicidal Pollster Criminal Mastermind of Luna-1 Alien Necromancer Rogue Judge Bankrobber Anti-Robot Vigilantes Shape Shifting Alien Predators 4 Crazed Construction Droid Smart Psychopathic Juve Wrestling Robot Artificial Ultimate Sov-Block Judge Ugly Craze Juve Gang Radioactive Cyborg Through the Cursed Earth Cursed Earth Rogue Judge Alien Killing Machines Red Deth Gangmember turned Judge Galactic Alien Salesman & Kidnapper Judda Replacement for Judge Dredd Martial Artist Assassin Alien Bounty Hunter with Advanced Tech Mutant Underground Dwellers Mark IX Simulacrum Spy Robot Started a Suicide Fad Manufacturer of Addictive Candy Devil’s Island Judge Killer

LINKS 745

2000 AD

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DROP TROOPS INTRODUCTION Futuristic Tactical Miniatures Ruleset. Each player controls a squad of heavily armed Drop Troopers (Space Marines).

PLAY BALANCE One player creates the scenario. The other player choses which side he wants.

VICTORY When a scenario objective is completed or one side routs or is wiped out. The loser has to buy the winner a fig.

SCALES 1 Figure = 1 Man. 1 Turn = 5 Seconds 1 Inch = 5 Meters

MINIATURES For use with typical Space Marine pewter and plastic figs. Individual miniatures are also referred to as units, men, troopers, and figs.

DICE Four, six, eight, ten, etc. sided dice are needed.

SQUAD CREATION A typical squad will have 2D6 or 3D6 men.

UNIT STATS & UNIT CREATION Each unit will have its own set of stats that have to be recorded. Each basic Marine begins with: 1. One main Weapon System 2. One Pistol 3. 1D6 Grenades 4. One Mark 5 Power Armor Battle Suit Power Suits have 5 built in Systems. Roll on the Power Suit System Table for each Marine. Squad Leaders and Officers will always have a Command Module. A marine can only have a heavy weapon if he has a Carry stat of +1 or greater.

LIGHT MAIN WEAPON SYSTEMS 1D20

Weapon

Acuracy Damage Range

AOA

ROF

Ammo

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1 2 Pistols 2 1 Pistol & 1 HTH 3 2 HTH Weapons 4 Laser Rifle +2 -24 2 1 5 Blaster Rifle -+2 16 1 2 6 Bolter Assault Rifle +1 +1 20 2 3 7 Bolter SMG --12 3 3 8 Laser Sniper Rifle +3 -36 1 1 9 Plasma Rifle +3 +2 8 1 1 3 10 Bolter Squad Gun +1 +1 24 3 4 11 Grenade Launcher -* 24 * 1 2 12 Star Caster +1 -16 3 4 13 Flamer +3 -5 3 1 4 14 Gauss Rifle +2 * 10 -1 3 15-20 Pick one AOA = Area of Affect. ROF = Rate of Fire = Attacks per Action Point. Range is in inches. Light Weapons with an area of affect greater than 0 that miss will deviate in a random direction (1D12 o’clock) for a distance of 1D4 Inches. Carrying a Squad Gun gives the unit Move -1 & Dodge -1.

BOLTER AMMO 1D8 1 2 3 4 5 6 7 8

Type Shotgun shells Armor-piercing Hollow Tip Tracer Caseless Large Clip Flechette Pick One

Notes Range Half. Penetration Roll -1. Accuracy +1. Damage Roll +1 Penetration Roll +1 Damage Roll +1 Accuracy +1. Conceal -2. ROF +1 Ammo Roll +1 Penetration Roll -1. Range x 1.5 Or roll on Super Ammo Table

GRENADES 1D6 Type Damage AOA 1 Offensive Frag -3 2 Incendiary -4 3 Armor Piercing +3 1 4 Blast +1 2 5 Smoke None 6 6 Defensive Frag -5 These include thrown and Launched Grenades. The range of a thrown grenade is 5 inches. Thrown Grenades that miss will deviate in a random direction (1D12 o’clock) for a distance of 1D2 Inches.

HEAVY MAIN WEAPON SYSTEMS 1D12 1 2 3 4 5 6 7 8 9 10 11

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Weapon Continuous Wave Lasgun Missile Launcher Grenade Mortar Rail Gun Plasma Generator Flame Thrower Gatling Laser Chain Gun Gauss Cannon Blaster Cannon Sonic Disrupter

Acuracy +2 +2 -+1 +3 +4 +2 +2 +3 +1 +3

Damage -* * +3 +4 -+1 +2 * +4 +1

Range 18 60 40 54 12 6 24 20 16 16 8

AOA -* * 1 3 4 1 1 2 2 6

ROF 4 1 1 3 1 1 3 3 1 1 1

Ammo 3 4 3 3 4 4 3 4 3 4 2

12 Pick One Gauss weapons if they hit will damage a suit on a roll of 1-4 on 1D6. Heavy Weapons with an area of affect greater than 0 that miss will deviate in a random direction (1D12 o’clock) for a distance of 1D8 Inches. Carrying a Heavy Weapon gives the unit Move -1 and Dodge -1.

MISSILES 1D2 1 2

Weapon Damage AOF Plasma +4 5 Armor Piercing +7 1

PISTOLS 1D10 1 2 3 4 5 6 7 8 9 10

Weapon Bolter Blaster Laser Flamer Plasma Gauss Needler Star Caster Twin Bolter Pick

Acuracy --1 +1 +3 +3 +2 +2 +1 --

Damage -+1 -1 -+1 * -2 -1 --

Range 10 8 12 4 6 6 8 10 10

AOA ---2 1 -----

Range 1 1 1 2 1 1 1 1 2 2

Parry --+1 -+1 -+1 ----

ROF 2 1 2 1 1 1 3 3 3

Ammo 2 2 1 4 3 3 3 4 4

HTH WEAPONS 1D6 x x x x 1 2 3 4 5 6 Parry =

Weapon Damage Acuracy Unarmed -2 -Power Suit Fist --Hand Weapons --Pole Arms(2H) --Chain Sword +2 +1 Power Claw +3 +2 Power Sword +3 +1 Power Mace +4 -Shock Whip +1 -1 Power Glaive(2H)+3 -Dodge bonus vs HTH attacks.

SUIT SYSTEMS TABLE 1D20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

System: High Density Armor Reflex Augmentation Jet Pack Sensor Suite Stealth Package Battle Computer Advanced Exoskeleton Targeting Computer Built in Weapon Medtech Kit Ammo Reserve Engineering Module Bionic Integration Force Field Gyrostabalizers Command Module Stim Injector

Notes: Armor +1 Move +1, Dodge +1 (Move = 15/+5, Detect +1, Dodge +1) Move -1 Detect +1 (Including Mines) Conceal +1 Dodge +1, Initiative +1 Carry +1, HTH Damage +1 Accuracy +1 50% Light/ 50% Pistol Heal bioforms Ammo Rolls +1 Repair machines, equipment, vehicles Initiative +1, Move +1 Armor +1, Conceal -1 Accuracy +1, Carry +1, Dodge -1 As his action this turn give squad Initiative +2 Dodge +1, Initiative +1, Move +1 for 1D6 turns.

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18 Scientific Sampler Analyze the environment, As action get Detect +2 19 Power Amplifier Main Weapon gets Damage +1 20 Pick one The stat bonuses for Jet packs apply only while the unit is flying. The first level of Jet pack give Move = 15. Every additional level is Move +5. Built in weapons can be fired along with held weapons at the same target. The Stim Injector can be used once per battle. After it wears off the unit is Dodge -1, Initiative -1, Move –1.

ARMOR Type Armor Notes Nothing 0 Move +1, Dodge +1 Fabrics +1 Vacc Suit +1 Riot Gear +2 Ablation Suit (+5) Only vs. energy weapons, Move –1, Dodge –1 Exoskeleton +3 Impact Armor +3 Move –1, Dodge –1 Battle Rig +4 Power Armor +5 Space Marines (Everybody else is just squishies) Assault Armor +7 Move –1, Dodge –1 Light Vehicle +6 Medium Vehicle +8 Heavy Vehicle +10 Only Power Armor and Assault Armor have Basic and Advanced Suit systems. Some custom and experimental suits have more than 5 systems. Older models have fewer systems.

STANDARD SYSTEMS In addition to Basic and Advanced Suit systems each suit of Power armor has: Onboard Computers, Communications equipment, Air-tight Life Support systems, Power & Fuel systems, a basic exoskeleton, etc.

ADDITIONAL EQUIPMENT Explosives Communications equipment Medical devices: Healing Bonuses Mine Sweeper: Detect +5 Engineering tools: Repair bonuses Land Mines (Damage +3, Conceal +3, AOA = 1’) Scientific gear: Detection Bonuses

TURN SEQUENCE The turn has 3 phases: 1. Initiative Phase 2. Action Phase 3. Morale Phase

INITIATIVE PHASE Both Players roll The smaller force The side with the The side with the

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1D10. This is the Initiative roll. gets +2 to the roll. most initiative bonuses gets +3 to the roll. lower score must move his units first in Action Phase.

ACTION PHASE Every unit gets one Action Point (AP). An AP can be used to do the following things: 1. Attack at Accuracy +1 2. Move and Attack 3. Move at double speed (Move +5) 4. Move and Find Cover (Conceal +1) 5. Move and Evade (Dodge +1) 6. Forward Observer: Call in coordinates to Indirect Fire Weapon Systems 7. All other Actions: Healing, repairing, etc. The basic Movement rate for all infantry units is 5 Inches/turn. A unit may make its attack at any time during a round: Beginning, end, during other units moves, etc. All attacks are considered to be simultaneous: Every unit can get an attack in.

DETECTION If there is any possibility the attacker may not be able to see or detect his target roll 1D10. This is the detection roll. A unit may make one detection roll per turn without losing his action point. The Attacker adds his Detect skill bonuses. The target subtracts his Conceal skill bonuses. If the roll is equal to or greater than 1D10 the attacker may attack the target. Other Modifications: Target airborne Detect +5 Target attacked recently Detect +1-2 Target stationary Conceal +1 Target behind cover Conceal +1-2 Target prone or kneeling Conceal +1-2 Target at range of 40+ Conceal +1-2

ATTACKS The attacker rolls 1D10. This is the attack roll. The attacker adds his Accuracy skill bonuses. The target subtracts his Dodge skill bonuses. If the roll is equal to or greater than 1D10 the target has been hit. Other Modifications: Target behind cover Accuracy –1-3 Target prone or kneeling Accuracy –1-2 Target at over half range Accuracy –1-4

AMMO After making an attack a unit must roll 1D6. This is the Ammo Roll. If the number is equal to or less than the Ammo stat of the weapon, the trooper must spend an action point to reload or recharge the weapon. The weapon cannot be used again until then.

PENETRATION & DAMAGE If an attack hits roll 1D10. This is the Penetration Roll. The attacker adds his Damage bonuses. The target subtracts his Armor bonuses. Add 2 to the roll if the target has no armor. If the roll is equal to or greater than 1D10 the target has been damaged. If damage was inflicted Roll 1D8. This is the Damage Roll: 1-2 Suit Damaged only. (Suit is damaged on all of the following:) 3-4 Unit Wounded: May keep fighting if he receives medical care.

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5-6 Unit Incapacitated: May be used in later battles if he receives medical care. 7-8 Unit Killed: May be revived to Incapacitated status if he receives medical care in 1D6 turns. A damaged suit is Move –2, Accuracy –1, Carry –1, Dodge –2, Armor -1

MEDICAL CARE Requires a unit with a Medtech Kit or other medical equipment. Requires an Action Point be used. Medical attention successful on a roll of 6-10 on 1D10. Only two field attempts may be made to revive a dead trooper. Extra skill levels in Medical give +1 to the roll.

REPAIRS Repair suits, weapons, vehicles etc. Requires a unit with Engineering Module or other tools. Requires an Action Point be used. Repairs successful on a roll of 6-10 on 1D10. Only three field attempts may be made to repair a piece of equipment. Extra skill levels in Engineering give +1 to the roll.

MORALE PHASE The entire squad tests morale under the following circumstances: Suffered ½ casualties. Outnumbered x2 or greater. Lost a Commander. No commanders left. Roll 1D10. this is the morale test. Subtract one from the roll for every condition listed above On a roll of 2 or less the squad routs.

HEROIC PERSONAS SKILL TABLE Roll 1 or more times on this Skill table 1D20 Ability: Effect: 1 Sureshot Accuracy +1 2 Natural Leader Initiative +1, Morale test +1 3 Medic Healing roll +1 4 Mr. Fix It Repair roll +1 5 Strong Man Carry +1, HTH damage +1 6 Brawler HTH damage +1, HTH to hit +1 7 Tough Guy Armor +1 8 Athletic Move +1 9 Sentry Detect +1 10 Sneaky Conceal +1 11 Reflexes Dodge +1 12 Pack Rat Extra Equipment or Custom Suit 13 Empath Psionic Ability 14 Trigger Finger ROF +1 15+ Reroll

PSIONIC ABILITIES 1D6 1 2 3 4

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Power: Teleport Slow Time Psionic Blast Telepathy

Effect: Move self anywhere on the map 1D3 times per battle Get double Action Points for 1D6 turns. Once per battle Range = 18’. Damage +1. Ignore Armor. 1D3 times per battle Initiative +1D6 and Detect +1D6. Once every 1D3 turns

5 6

Precognition Initiative +1D6 and Detect +1D6. Once every 1D3 turns Fear Projection Opponent unit in LOS routs for 1D3 turns. 1D6 times per battle

NEOHUMAN RACES Evolved Neohumans- Have 1D3 rolls on the skill table. Highly intelligent. Replace physical skills with mental ones. Pacifistic. Transhuman Supersoldiers- Have 1D3 rolls on the skill table. Highly aggressive. No Psionics. Superiority complex. Bioconstructs- Have 1D6 rolls on the skill table. Huge. No Psionics. Also called Anthro-synthetics. Bioroids- Have 1D6 rolls on the skill table. Can pass for human. Short lifespans. Also called replicants. Replace mental skills with physical ones. Natural Armor +1D6 Clones- Same as Humans. Often have identity issues. Mutants- Have 1D6 positive rolls and 1D6 negative rolls on the skill table. Usually Disfigured. Also called Distorts. Androids- Have 2D6 rolls on the skill table. No Psionics. Very Expensive. Can pass for Human. Robots- Have 2D6 rolls on the basic suit system table. Heavy Worlders- Carry +1, HTH Damage +1, Move -1. Very Short. Spacers- Accuracy +1, Carry -1, HTH Damage -1. Tall. Live in low gravity environments. Cyborgs- Have 1D6 rolls on the basic suit system table. Also called Dead-Walkers.

FACTIONS 1 2 3 4 5 6 7 8 9 10

Colonial Federation Terran Empire Andromeda Alliance Corporate Mercenaries Fringeworld Pirates Templars of the Church of Mankind Independent Warlords Rebel Worlds Planetary Defense Forces NeoHuman Rebellion

SPACE FANTASY CONVERSION Space Dwarves- Carry +1, HTH Damage +1, Move -1, Armor +1, Dodge -1. Space Elves- Carry -1, HTH Damage -1, Move +1, Dodge +1. Space Orcs- Carry +1, HTH Damage +1, Initiative -1

ALIEN RACES Breeders- HTH to hit +3, HTH Damage +4, Move +5, Dodge +2, Armor +4 Cunning, Animalistic, Do not use technology. Tyrants- HTH Damage +3, Move +2. 4 arms: 2 attacks per turn. Large. Intelligent. Agressive. Biological based technology.

SAMPLE VEHICLES Hover Cycle- Rider unprotected. 50% of attacks will hit rider. Move = 25. Ground Bike- Rider unprotected. 50% of attacks will hit rider. Move = 15. Hover Pod- 1 Rider, 1 Passenger. Unprotected. Move = 20. Mounts 1 Heavy weapon. Trike- 1 Rider, 1 Passenger. Unprotected. Move = 20. Mounts 1 Heavy weapon. LAV- Crew of 2. Light Armor. 2 Heavy weapons. Move = 12 APC- Driver & 7 Passengers. Medium Armor. Turret with 2 Dual Heavy weapons. Move = 10.

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Raider- Crew of 2. Move = 10. 5 Heavy weapons Medium Tank- Crew of 3. Move = 10. Medium Armor. 3 Heavy weapons & 1 Large weapon. Main Battle Tank- Crew of 4. Move = 8. Heavy Armor. 4 Heavy weapons & 2 Large weapons. Battle Walker- 2 Heavy weapons. 1 Pilot. Move = 12. Armor +9. 5 Rolls on Suit Table. Crawler- Remote Control. Move = 5. Light Armor. 1 Large weapon.

LARGE WEAPON SYSTEMS 1D6 Weapon Acuracy Damage Range AOA ROF Ammo 1 Missile Racks * 240 * 1 5 2 Magnetic Autocannon * 120 * 2 4 3 Particle Accelerator +7 160 2 2 3 4 Plasma Projector +10 40 3 1 4 5 High Energy Laser +5 200 1 2 3 6 Gaussian Field Emitter * 60 5 1 4 Large weapons are not portable. They are mounted on vehicles or are considered to be artillery. Large Weapons that miss will deviate in a random direction (1D12 o’clock) for a distance of 1D12 Inches.

LARGE MISSILES 1D2 1 2

Weapon Damage AOA Plasma +6 7 Armor Piercing +15 1

AUTOCANNON SHELLS 1D2 1 2

Weapon Damage AOA Armor Piercing +12 1 High explosive +5 4

OFF MAP STRIKES 1D6 Type Attacks AOA Pattern Acuracy Damage 1 Smart Bomb 1 5 +3 +15 2 Precison Strike 2 6 5 +2 +12 3 Barrage 3 8 20 -+10 4 Strafe 4 4 10 +1 +8 5 Saturation 5 7 5 -1 +6 6 Tac Nuke 1 10/15/20 -+50/10/5 These attacks can target any part of the map. These attacks represent artillery, air strikes, cruise missiles, and orbital strikes. Pattern- Targeted attacks must be within this distance of each other. Strafe- The pattern is a line of attack. It costs a unit one AP to call in a off map strike. The strike arrives 1D6 turns after being called in.

SAMPLE SQUAD 8 Man Colonial Federation Drop Troop. All units have Laser pistols and 4 Blast Grenades.

SARGE Heroic Skills- Natural Leader Weapon – Bolter Pistol & Chain Sword. Ammo: AP Armor Systems- High Density Armor, Command Module, Engineering Module, Battle Computer, Sensor Suite

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DOC Weapon - Gauss Rifle Armor Systems- Medtech Kit, Stealth Package, Engineering Module, Scientific Sampler, Sensor Suite

LUCKY Weapon - Blaster Rifle Armor Systems- Power Amplifier, Reflex Augmentation x2, Jet Pack, Battle Computer

PUDGE Weapon - Plasma Rifle Armor Systems- Built in Grenade Launcher, Force Field, High Density Armor, Stim Injector, Advanced Exoskeleton

MAC Weapon - Bolter Squad Gun. Ammo: Tracer Armor Systems- High Density Armor x3, Sensor Suite, Targeting Computer

HAWK Weapon - Laser Sniper Rifle Armor Systems- Stealth Package, Targeting Computer x2, Reflex Augmentation, Sensor Suite

MOUK Weapon - Missile Launcher. Ammo: Plasma Armor Systems- Advanced Exoskeleton x2, Targeting Computer, Gyrostabalizers, High Density Armor

GUS Weapon - Bolter Assault Rifle. Ammo: Caseless Armor Systems- Engineering Module, High Density Armor, Battle Computer, Stealth Package, Jet Pack

SUPERSOLDIERS For Space Ranger, Power Ranger, Action figure type action: Each hero has 10 rolls on the basic suit system table and 10 rolls on the skill table.

HEAVIES For Heavy Power Armor Action: Each suit can have: 1 Heavy Weapon or 2 light weapons 1 Heavy Weapon or 2 light weapons 1 Heavy Weapon or 2 light weapons Heavies have HTH damage +2 & Base

(Right Arm) (Left Arm) (Back/Shoulder Mount) Armor value = 8.

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SUPER AMMO Rare, expensive ammunition for Bolters. Keep tract of Individual shells. A soldier will only have 1D6 shells. 1D10 Ammo 1 Burster AOA = 3, Damage Roll +1 2 Micro Missile Accuracy +3, Penetration Roll +1 3 Hot Flash Damage Roll +4 4 Grape Shot Damage Roll +1, Accuracy +4, Range x ½ 5 Hunter Seeker Accuracy +2, Range x 2 6 Safe Cracker Penetration Roll +3, Damage Roll +1 7 Plasma Shell AOA = 2, Damage Roll +2 8 Screamer Same as Fear Projection 9 Numb Numb Gauss effects, Accuracy +1 10 Brain Bullet Same as Psionic Blast

DROP TROOP ROSTER CARDS Thanks Zak! Click here for Trooper card. Click here for Cyborg card. Click here for Alien card.

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DUEL OF IRON INTRODUCTION Civil War era tactical combat simulation. Players each control one or more Ironclads. The rules are for the basic scenario, in which one player controls the Confederate Merrimac, and one player controls the Union Monitor.

THE MAP Use a hex map. Indicate which spaces are land and which are water. Indicate whether water spaces are shallow or deep.

PIECES Six, eight, and ten sided dice are needed. Use cardboard counters (chits) to represent the ships. Draw an arrow on the chits to indicate the forward facing.

SETUP The ships are placed at opposite ends of the map.

TURN SEQUENCE Initiative Phase Move Phase Attack Phase Penetration Phase Damage Phase Ramming Phase End Phase

INITIATIVE PHASE The Monitor rolls 1D8. The Merrimac rolls 1D6. Reroll ties. The ship with the lower Initiative roll moves first in move phase. All to-hit and damage rolls are simultaneous.

MOVE PHASE Each ship makes a "move" roll. The Monitor gets 1D6+1 move points. The Merrimac gets 1D8-3 move points. A move point can be used to move forward 1 space. A move point can be used to change the ships facing by one hex face. Shallow water hexes can be moved into by expending 2 move points. Ships cannot enter land spaces. The Monitor could do 7 knots compared to the Merrimacs 5 knots. The Merrimac drew 22 feet compared to the Monitors 10 feet. The Merrimac would more often get stuck in shallow water.

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Neither ship was Seaworthy. Both would sink in a bad storm.

ATTACK PHASE Short range is within 2 hexes. Medium range is 4 hexes. Long range is a maximum of 8 hexes. Each ship has four 90 degree arcs: Bow, Stern, Port, and Starboard. The Monitor can attack with its 2 cannons out of its Stern, Port, or Starboard arcs. The Monitor cannot attack out of its Bow arc. (It would hit its own pilothouse) The Merrimac can fire one cannon from its Bow and Stern arcs. The Merrimac can fire a broadside of four cannons from its Port or Starboard arcs. Attacking cannons must make a "To-hit" roll. Roll 1D100 using 2 ten sided dice. This gives a number between 1 and 100. The Monitor has an 80% to hit at the Merrimac short range. The Monitor has an 40% to hit the Merrimac at medium range. The Monitor has an 20% to hit the Merrimac at long range. The Merrimac has an 40% to hit the Monitor at short range. The Merrimac has an 20% to hit the Monitor at medium range. The Merrimac has an 10% to hit the Monitor at long range. The Monitor was a much smaller target.

PENETRATION PHASE The Monitor had two 11 inch Dahlgren guns. (also called the soda-water bottle) The Merrimac had 10 guns, the largest of which were 9 inch. Cannons that made a successful to-hit roll now make a "Penetration" roll. This is also a percentage roll. Short range shots from the Monitor have a base 21% to damage the Merrimac. Medium range shots from the Monitor have a base 14% to damage the Merrimac. Long range shots from the Monitor have a base 7% to damage the Merrimac. Short range shots from the Merrimac have a base 15% to damage the Monitor. Medium range shots from the Merrimac have a base 10% to damage the Monitor. Long range shots from the Merrimac have a base 5% to damage the Monitor. Historically, the Merrimac left its solid steel ammo on the dock in Norfolk in favor of explosive shells which were more effective against wooden ships. Optionally, you may allow the Merrimac to have its solid shot. This doubles the Merrimacs base chance to damage the Monitor at all ranges. Historically, the Monitor used only half the powder it could have because the guns were experimentally new and untested. Optionally, you may allow the Monitor to use double charges. This doubles the Monitors base chance to damage the Merrimac at all ranges.

DAMAGE PHASE If a shot from the Monitor damages the Merrimac roll 1D6 on the following table: 1D6 Location Effect 1 Rudder Move roll -2 2 Crack Hull All future penetration rolls at +5% 3 Cannon Lose 1 cannon; The Merrimac has 10 cannon 4 Casualties Lose 1 crew; The Merrimac has 5 crew 5 Leak Move roll -1 6 Smokestack Move roll -1 If the Merrimac accumulates -5 damage to its Move roll it becomes disabled. The placement of guns on the Merrimac can be switched. Crack Hull: One cracked hull result would give the Monitor a 12% chance to damage the Merrimac on its penetration roll at long range, instead of 7%. All damage is cumulative. Two cracked hull results would bring it up to 17%. If a shot from the Merrimac damages the Monitor roll 1D6 on the following table:

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1D6 Location Effect 1 Pilot House Move roll -2 2 Crack Hull All future penetration rolls at +5% 3 Cannon Lose 1 cannon; The Monitor has 2 cannon 4 Casualties Lose 1 crew; The Monitor has 2 crew 5 Leak Move roll -1 6 Turret Jams If the Monitor accumulates -7 damage to its Move roll it becomes disabled. If the turret jams, the Monitor can only attack out of the arc it is currently facing for the rest of the game. Optionally, the gunners are no longer disorientated by the merry-go-round turret and their base chance to hit is increased by 5% at all ranges.

RAMMING PHASE If the Merrimac is adjacent to the Monitor and facing it, the Merrimac may attempt to ram. Roll 1D8 on the Following table: 1D8 Result Effect 1-4 Monitor swerves away None 5 Glancing blow The Merrimac recieves a Leak damage result 6-7 Solid blow The Monitor gets 1D3 Leak damage results 8 Drive her under The Monitor sinks The Merrimac also had a fifteen-hundred pound, plow shaped iron ram that broke off in the belly of the Union war sloop, the Cumberland. Optionally, you may allow the Merrimac to retain its ram. This gives the Merrimac +1 to rolls on this table.

END PHASE Also called Victory Determination Phase. If a ship is disabled, the other ship wins. A ship is disabled if it cannot move, or it loses all of its crew or cannon.

GAME DESIGNERS NOTES The sinking of the Minnesota is not included as a victory condition for the South because it would be too easy, even though it didn't happen in real life. In scenarios with multiple ships, the Merrimacs can fire a maximum of four guns per turn. Quantity of Ammo is not a consideration. The Monitor did not have to reload until after 3 hours of fighting. In the real battle, neither ship was disabled. The Monitor wandered off after her captain was hurt. (the only casualty) The Merrimac retreated shortly after because the tide was going out. The Monitor was also known as "Ericsson's Folly" and was described as a "tin can on a shingle" or a "cheesebox on a raft." The Civil war saw many more Ironclads, and battles between them, by the wars end.

LINKS Ironclad Models

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DUMBLEDORE’S ARMY INTRODUCTION Board & card game for 2 players. Based on the battle at the end of Harry Potter & the Order of the Pheonix. Battle between Dumbledore & his Followers vs Voldemort & his Death Eaters. Abstract skirmish level combat. Each figure represents a single wizard.

DISCLAIMER Harry Potter is a licensed, trademarked, copyrighted property. This is merely a fan site.

VICTORY The Dumbledore player wins if Voldemort is ‘defeated’. The Voldemort player wins if Dumbledore or Harry is ‘defeated’.

THE MAP Use an 8x8 chessboard.

THE DECK Players share a common deck.

THE MEN Use chits, counters, or miniatures to represent wizards.

DUMBLEDORE’S ARMY Name Hits Notes Dumbledore 5 Harry Potter 3 Student Hermione 1 Student Ron 1 Student Neville 2 Student Ginny 1 Student Luna 1 Student Sirius 3 Auror Lupus 2 Auror Moody 2 Auror Tonks 2 Auror Kingsley 3 Auror Hits = Number of Hits that type of unit has.

VOLDEMORT’S DEATH EATERS Name Voldemort

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Hits 4

Notes

Malfoy Bellatrix Dolohov Macnair Avery Rookwood Mulciber Gugson Rodolphus Crabbe Rabastan Nott

3 3 3 2 1 2 2 2 2 1 2 1

SETUP Players place wizards on the squares of their back two rows. Units may not stack. The Dumbledore player starts with only the Students in play. The Voldemort player starts with all Wizards but Voldemort in play. The Aurors enter play on the fourth turn. Dumbledore enters play on the seventh turn. Voldemort enters play on the eighth turn. Wizards entering play are placed on any square of their back two rows.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Fate Phase Move Phase Fight Phase

FATE PHASE Draw 3 cards. Max hand size = 5 cards. If the deck runs out, shuffle the discard and draw from it. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your wizards. The move card has a number. This is the number of spaces the wizard moves. Moves can be diagonal or orthogonal. Instead of moving just one wizard in any direction, you have the option of moving up to 3 wizards forward the indicated number of spaces using a single move card.

FIGHT PHASE Play (discard) an Attack card to have a wizard attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal.

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Attacks do one Hit of damage to the target. Use Chits or coins to record damage. A wizard reduced to zero Hits is ‘defeated’ and removed from the board. Your opponent may play Defense cards to negate your attack.

CARD LIST NOTATION * = Spell # = Copies of that card in the deck Type = Purpose of card M = Movement A = Attack D = Defense R = Bounces Spell back at caster X = Special Card B = Target Wizard cannot use Spells for next 2 turns Z = Defense & Move P = Defense for target up to 2 spaces away Y = Attack or Defense K = as a Knight would move in Chess C = Target can do nothing for 2 turns N = Target can no longer move W = Draw 2 cards U = Wizard automatically defeated if not blocked

CARD LIST Card Name: Crawl Walk Run Sprint Apparate Wand Jab Grab Shove Stunning Spell Dodge Duck Hide Accio Jinx Hex Stupefy Petrificus Totalus Break Wand Protego Curse Reducto Distraction Escape Falling Shelves Find Cover Colloportus Alohomora Avada Kedavra Expelliramus Disarm Time Turner Ancient Archway Impedimenta Silencio Counterspell Kick

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# 4 4 4 4 4* 1 1 1 1* 1 1 1 1* 1* 1* 1* 1* 1 1* 1* 1 1* 1 1 1 1* 1* 1* 1* 1* 1 1 1* 1* 1* 1

Range 1 2 3 4 5 1 1 1 2 1 3 3 2 2 1 3 2 K 2 2 2 1 1 3 1

Type M M M M M A A A A Z D D D C A A C B R A X D Z D D D M A B B U U A D D A

Notes

Students cannot use Students only

Students only (Retrieve Object) Stun Paralysis vs Spells only Opponent must discard 2 cards Students only Students only Students only Students only Students only (Seal Door) (Open Door) Death Eaters only (Knocks wand out of hand) (Time Bell Jar) (The Death Chamber) (Knocks Foe Back) Students only vs Spells only

Delirium Diffindo Thought Tentacles Body Bind Crucio Strangle Tarantallegra Shield Charm Speed Recall Finite Deflection Wingardium Leviosa Unforgiveable Curse Animate Statue Vanish Killing Curse Silver Shield Great Stun Flame Whip Summon Serpent Fawkes the Phoenix Dispell Water Cage Invisible Chains Order of the Phoenix Death Eaters The Dark Arts Defense Against the DA

1* 1* 1 1* 1* 1 1* 1* 1 1* 1* 1* 1* 1* 2* 2* 1* 1* 1* 1* 1* 1* 1* 1* 1* 1 1 1* 1*

2 1 2 2 1 2 4 2 K 2 3 4 3 2 3 2 -

C P N A A A N R D A P R Y A Y/P Z A D A A A D D A U W W A D

(Laughing Madness) (Unbinds) (The Brain Room) (Pain Charm) Death Eater only (Dancing Charm) Dumbledore only (End spell) (Telekinetics) Death Eater only Dumbledore only Dumbledore & Voldemort only Voldemort only Dumbledore only Dumbledore only Dumbledore only Voldemort only Dumbledore only Dumbledore only Dumbledore only Dumbledore only Dumbledore player Voldemort player Death Eaters only Good Wizards only

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DUNE CCG VARIANT SOLO RULES By C Gerard Luft (SEE THE LAST SECTION FOR PLAYING WITH OUT DUNE CARDS)

SET UP You will need a deck of DUNE CCG card (with an equal amount of cards from each Allegiance) and a paper and pencil.

TURN The turn consists of drawing one card. You start the game with the CALADAN Homeworld card (you're a vassal of the late Duke Leto Atredies). Your Allegiance is as follows in the first column of the table below. In the Second Column your opponent Allegiance are list: Player's Allegiances Adversaries House Atredies Houses Harkonnen & Corrino Bene Gesserit Sisterhood The Guild Fremen House Harkonnen Water Seller's Union Spice Miner's Guild Dune Smugglers The Guild You begin with five spice tokens. When you draw a card each turn, the only figures you need to apply are cost and Allegiance. In this variant of the rules, the cost is how many spice tokens you receive or loose. If the card is of your allegiances or is a "N/A", you gain its cost in spice tokens. If the card is of the adversary Allegiances, then its cost is how many spice tokens you loose.

WINNING You win when you obtain 20 spice tokens (adjust to a lower amount if you have a smaller deck). If, at any time during the game, you are reduced to zero spice tokens, you loose.

PLAYING WITHOUT DUNE CARDS If you do not have a deck, you can use the DUNE CCG CARD SNOOPER, available free at the link below: Click Here Using the FIND IT section to view the entire card list, roll 1d1000 (3 ten sided dice: 1sr die is hundreds, 2nd dice is tens, and 3rd dice is ones). Reroll any number above 662. Then find the card's number. That card is the card you have drawn for this turn.

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DUNGEON MASTER INTRODUCTION Dungeon Crawl Card game. One Player is the Dungeon Master (DM) The other player is the Party Player (PP)

CARD SET AVAILABLE Click here for a most awesomeCardset by Jiminy Bollocks ([email protected])

SETUP Each player has his own unique deck. The PP must create an adventuring party. A party starts with 6 members (Heroes). Pick 10 cards from the Character Deck. Discard 4 and keep 6.

CHARACTER DECK Type Barbarian Fighter Knight Paladin Warrior Amazon Ranger Archer Duelist Dwarf Elf Halfling Rogue Bard Thief Druid Wizard Magician Enchantress Priest Cleric Monk

Attributes Sword x2, Axe x2 Sword x2, Armor x2 Sword, Armor, Shield x2 Sword x2, Armor, Bless Sword, Axe, Dagger, Shield Sword x2, Bow, Dagger Sword, Bow, Axe, Stealth Bow x3, Dagger Sword x3, Dagger Axe, Armor x2, Shield Sword, Bow, Stealth, Spell Dagger, Stealth x3 Sword, Dagger, Stealth x2 Spell x2, Bless x2 Dagger, Bow, Stealth x2 Spell, Axe, Bless, Heal Spell x4 Spell x3, Dagger Spell x2, Heal x2 Bless x2, Heal x2 Bless, Armor, Shield, Heal Bless, Stealth, Dagger x2

TURN SEQUENCE Each turn is divided into 5 phases: Draw Phase Search Phase Encounter Phase Resolution Phase Treasure Phase

DRAW PHASE 765

Each player fills their hand to 8 cards from their own deck. If the deck runs out shuffle the discard and draw from it.

SEARCH PHASE Each player may discard up to 4 cards and draw replacements.

ENCOUNTER PHASE First the PP may play one or more Treasure Cards Second, the DM plays one of the following: 1. Nothing 2. A meld of 1 or more Creature Cards. 3. One Trap Card. The DM may also play one Room card. The PP may play a "Secret passage" card to discard a card played by the GM.

RESOLUTION PHASE The PP plays nothing if the DM played nothing. The PP may play a Stealth card to eliminate a Trap card if the DM played a Trap card. If the DM played a trap card and the PP did not play a Stealth card, one random hero is killed. If the DM played a meld of Creature cards add up the “Fight” value of all the creatures. All creatures in the Meld must be of the same type, for instance they must all be Undead, or they must all be Goblinkin. “X” type creatures may not meld. Some Room cards add to the Fight total. The PP may play attribute cards to fight the Meld. The PP may play one Attribute cards on each of his heroes. The Attribute card must match one of the heroes’ attributes. Gain “Fight” points equal to the heroes level in that attribute. For Example: If you play Sword on the Barbarian you get 2 Fight points. Some cards give an additional bonus vs certain types of creatures. Add up the Fight point total of the entire party (Minimum = 1). If the Creature total is equal to or less than the party total, no heroes are killed. If the Creature total is greater than the party total, one random hero is killed. If the Creature total is twice the party total, two random heroes are killed. If the Creature total is three times the party total, three random heroes are killed, and so on. If any heroes are killed discard all the Treasure cards played. If all the heroes are killed the DM wins the Game.

TREASURE PHASE The PP may claim Treasure cards still in play. Treasures are placed in the PP's Treasure pile. If the Party ever gains 50+ Treasure points the PP automatically wins. Play a Prisoner card to gain a new Hero. If you have a hero with the Heal attribute Play a Heal Card to gain back any Hero killed this turn. If you have a hero with the Shield attribute Play a Shield Card to gain back any Hero killed this turn. If you have a hero with the Armor attribute Play a Armor Card to gain back any Hero killed this turn. Play Experience cards or claim Magic Item cards in play: One random Hero gets +1 Level in one Random Attribute: 1D10 Attribute: 1 Sword 2 Axe

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3 Dagger 4 Bow 5 Stealth 6 Spell 7 Bless 8 Heal 9 Armor 10 Shield Treasure cards are the only ones you keep

HERO DECK CARD LIST Card Name # Silver 6 Gold 4 Gems 2 Magic Items 2 Experience 2 Secret Passage 2 Prisoner 1 Sword 3 Axe 3 Dagger 3 Spell 3 Bless 3 Stealth 6 Armor 3 Bow 3 Shield 3 Heal 3 # = Number of that card in the T = Treasure Card A = Attribute Card X = Special Card

Type T T T T X X X A A A A A A A A A A Deck

Notes (See Rules) Treasure = 5 Treasure = 10 Treasure = 20 Benefits one Hero Benefits one Hero Discard 1 DM card Gain 1 Character +2 Fight vs Goblinkin +1 Fight vs Undead & Goblinkin +1 Fight vs Goblinkin & “X” types +4 Fight vs Swarms +3 Fight vs Undead Negate Traps Gain back killed Heroes +3 Fight vs “X” type Creatures Gain back killed Heroes Gain back killed Heroes

DUNGEON MASTER DECK CARD LIST Card Name Skeletons Zombies Ghouls Wraiths Mummies Vampires Kobolds Goblins Orcs Ogres Trolls Giants Rats Bats Spiders Scorpions Wasps Green Slime Nymphs Minotaur Chaos Warlord Doppleganger Hydra Sorcerer Djinn Demon

# 2 2 2 1 1 1 2 2 2 1 1 1 2 2 2 1 1 1 1 1 1 1 1 1 1 1

Type U U U U U U G G G G G G S S S S S S X X X X X X X X

Fight 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6 5 5 6 6 7 7 8 9

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Dragon 1 X 10 Poison Arrow 1 T Scythe 1 T Pendulum Blade 1 T Spiked Pit 1 T Falling Blocks 1 T Poison Gas 1 T Throne Room 1 R +3 Treasure Room 1 R +2 Monster Lair 1 R +2 Altar Room 1 R +1 Torture Chamber 1 R +1 Great Cavern 1 R +2 Armory 1 R +1 # = Number of that card in the deck. T = Traps S = Swarm G = Goblinkin U = Undead X = Creatures that may not meld R = Room FAQ's 1) Armor x2 attribute: how do you use it? This means that you can save up to 2 heroes killed if you play an Armor card on this character? No. If you play an armor card you can either add 2 Fight points (If the character had only Armor x1 then just add 1) or save one character. Add the points if it'll make the difference, otherwise use the card to avoid a casualty. The extra level of armor adds to the fight total, but does not affect the special ability. 2) Stealth x2 attribute: since the DM can only play 1 trap how do you use the x2? As above. If you play a stealth card you can either add 2 Fight points (If the character had only Stealth x1 then just add 1) or negate 1 Trap.

OBSTACLES Additional Material by Zak add a new DM card type, Obstacles. Obstacles have a Fight Value like creatures and can be played by the DM as a 4th option (instead of playing traps, creatures or nothing). The resolution phase against Obstacles is the same as the vs Creatures case: the only difference is that if the DM win the PP only loose his treasure (no kills). In alternative the PP can play a stealth card to eliminate an obstacle Add the following cards to the DM deck # Name: Fight 1 Portcullis 5 1 Collapsed Floor 4 2 Reinforced door 3 Add to the PP deck 1 stealth card.

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DURABLE GOODS INTRODUCTION Economics Game. Players buy raw materials, manufacture products, and then sell them.

RAW MATERIALS DECK The decks consist of 80 cards or chits The deck contains 20 each of the following raw materials: Wood Plastic Metal Fabric

MANUFACTURED GOODS DECK Also called Durable Goods. Use chits or cards to represent the following manufactured goods: -Houses -Furniture -Cars -Appliances -Clothing

OBJECTIVE Be the first player to accumulate $500.

TURN SEQUENCE 1. Raw Materials Phase 2. Production Phase 3. Selling Phase

SETUP Each player starts with $50 and no raw materials or products.

RAW MATERIALS PHASE Scarce raw materials become available. Draw 12 Raw material cards and place them in 4 piles according to the four types of materials. Players make a separate bid for each pile. Bids are written down in secret on a scrap piece of paper. A player cannot bid more money than he owns. If he does, none of his bids count. All bids are revealed simultaneously. The player who bid the most for a pile gets to keep the pile, and must pay his bid price. Players who lost a bid do not have to pay. Players may trade or purchase raw materials or goods from each other at any time

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PRODUCTION PHASE One unit of a durable good may be manufactured using the indicated amount of raw materials: Durable Good Metal Wood Plastic Fabric House 1 2 0 0 Furniture 0 2 0 1 Car 2 0 1 0 Appliances 1 0 2 0 Clothing 0 0 1 2 A player may manufacture as many durable goods as he has material available. A player may make only one type of durable good per turn. Use chits or cards to represent durable goods.

SELLING PHASE The Maximum Market value of the first unit of a good sold is $50 If only one player is selling he automatically gets the maximum value If more than one player is selling they must bid to sell at a lower price. The player that quotes the lowest price makes the sale. The Maximum Market value of the second unit of a good sold is $40 The Maximum Market value of the third unit of a good sold is $30 The Maximum Market value of the fourth and greater unit of a good sold is $20 Use paper and pencil to record profits.

LINK Durable Goods has been published in the ACADEMIC GAMING REVIEW

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DWARFLAND WARP PLAY PREFACE Warp Play = Warpspawn Roleplaying. Roleplaying universe. Work in progress. Readers are encouraged to submit material.

INTRODUCTION Fantasy Setting. All characters are dwarves.

CHARACTERS For each character determine details of Subrace, Family, Guild, Clan, and Kingdom.

SUBRACES Grey Dwarves Red Dwarves Hill Dwarves Gnomes Deep Gnomes Umli (Frost Dwarves) Gutter Dwarves (Degenerate) Black Dwarves (Evil Demon Worshipers)

CHARACTER CLASSES Warrior Engineer Tunnel Fighter Troll Slayer Giant Slayer Rune Master Gunner (Artillerist) Craftsman Miner

FOES Orcs Goblins Trolls Giants Dragons

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EAGLES OF GLORY READY AIM FIRE - Custom Variant By "Ian Milnes" and "Alexander Herklotz" [email protected] [email protected]

INTRODUCTION Two player Card game depicting Napoleonic era warfare.

THE DECKS There are 3 decks: The Battalion decks cards are chosen from an army list. Note that both opponents choose the same timeframe. Minimum number of cards is 25, maximum 50. Note that there is a budget for every card. The difference of budgets of the opposing decks may not exceed 10% (The player with the higher budget has to drop some cards to be in range of the allowed budget). Multinational armies are allowed, as long as a nation is not in both decks. Units of different nationalities may not stack together. Generals of other nations may command allied units. The Tactics deck. The Commander Decks have also an army list. Choose up to 6 commanders. Note that they also have a budget, which is added to the overall budget of the battalion decks. The Tactics deck has 1 of each card in the list, and 2 of each Terrain card

SETUP Each player creates his Battalion deck. Each player forms a line of 5 stacks of cards, starting maximum as noted. The opposing lines face each other. These stacks are called: Stack: Start Max Card Limit Left Flank 2 5 Left Centre 3 6 Centre 3 6 Right Centre 3 6 Right Flank 2 5 Place Battalion cards up to the starting maximum card limit face down in each stack. Line Infantry and Artillery may be placed in Centre stacks. Cavalry, Light Infantry and Horse Artillery may be placed in any stacks. Heavy cavalry may not be placed in any stack at the start of the game. Shuffle the appropriate Commander Deck, deal yourself 6 cards, and add them to your Reserve deck. Shuffle your Reserve Deck, and deal yourself a hand of 5 cards. Once both players have completed above, turn cards in your stacks face up. They will remain face up for the first turn only. After the first turn, all cards are played face down, representing the “Fog of War”.

VICTORY CONDITIONS The first player to be routed from 3 of his 5 forward positions loses.

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TURN SEQUENCE Players take turns. Each turn has 6 phases: Draw Phase Terrain Phase 3. Reinforce Phase 4. Attack Phase 5. Morale Phase 6. Discard and Redraw Phase

DRAW PHASE Draw 2 cards from your Reserve Deck. If the deck runs out, shuffle the discard and draw from it. The maximum hand size is 7. Cards in your hand over the maximum do not have to be discarded until the Discard/Redraw Phase.

TERRAIN PHASE You may play a Terrain card onto an appropriate stack. Terrain cards remain in effect for the entire game

REINFORCE PHASE You may move any or all battalions from your hand to any of your stacks. All reinforcements from your hand go to the bottom of the stack they reinforce. Prior to the above, you may reorganise one stack, and move one card from a stack to an adjacent stack. You may move any card in a stack (You are not limited to the top one)

ATTACK PHASE You may make up to as many attacks per turn, as the command rating of your army commander. You may chose to fire attack or melee attack. The respective values are used. Your battalions are the attackers. Your opponent's battalions are the defenders. To attack, flip the top card of one of your stacks face up. Your opponent flips the card in his line opposite to it over. Both players roll two ten-sided dice. These are called the Attack rolls. Add combat modifier (fire or melee) to die roll and compare the difference between the 2 rolls. Apply the result as follows: (Attacker to Defender) Difference: Result: +11 or greater Defender eliminated, morale check for other battalions in stack +6 Defender Routs +3 Defender Shaken 0 Both Battalion cards take immediate morale check. Battalion Shaken if test failed -3 Attacker Shaken -6 Attacker Routs -11 or worse Attacker eliminated, morale check for other battalions in stack In fire attacks, attacker takes no negative effects, if defenders fire value = 0.

NOTES Card eliminated - remove card from play

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Card Routs - place card in discard pile Card Shaken - turn card through 900 Card now fights with -3 modifier.

SUPPORT One battalion in the same stack as the attacker/defender can provide support to the battling card. Add +3 to the respective die roll. If the supported card is eliminated, the supporter routs. If the supported card is routed, the supporter is shaken. A Shaken card cannot offer support and fights with -3.

INFANTRY VS CAVALRY Infantry cannot melee-attack cavalry. Both cards are placed at the bottom of their stacks, and the attack counts against the number of attacks that turn. When infantry fire-attacks cavalry, the cavalry can avoid the attack by rolling equal or less then their training value. If they pass, they ride away (move to an adjacent stack), If they fail, they are blown. Alternatively Cavalry can try to melee-attack the infantry by rolling equal or less than their moral value. If they pass, its a melee with the cavalry as attacker. If they fail, they are shaken and fire-fight with the negative modifier.

FORMING SQUARE When cavalry attack infantry, before the combat is resolved, the infantry must attempt to form square. This is accomplished by the infantry rolling equal or less than their training value with 2D6 (e.g. for a French line infantry card to form square, it must roll a 7 or less.). If the infantry form square, they fight the combat at +6. If they fail to form square, the cavalry fight the combat at +6. The cavalry have a chance to abort the attack if the infantry form square by rolling less than their training value with 2D6 (e.g. for a French Hussar Regiment to abort an attack on a square, it must roll a 7 or less). If this roll is achieved, they can “ride around” the square and not attack it. This counts against the number of attacks that can be made that turn. If the cavalry fail this roll, they must attack the square.

CAVALRY Cavalry are considered Blown following an attack, or after defense against opposing Cavalry. Place a Blown marker on the card. The Blown status remains until removed by a successful Training Check. The first opportunity for a Training Check to remove Blown status is the Morale Phase in your next turn, i.e. not your current turn. Blown cavalry may not move, attack or support, when attacked they fight with -5.

ARTILLERY When Artillery attacks, the opposing fire value =0. Artillery cannot be eliminated, routed, or shaken when Fire-ATTACKING Infantry and Cavalry, ie, ignore all -ve combat results. Arty can not melee-attack. Arty can not attack, when just moved.

HORSE ARTILLERY 774

As artillery EXCEPT they can attack the turn they moved.

NOTES Destroyed battalions are removed from play. Surviving battalions are placed face down on the bottom of their stack. Tactics cards that modify the Attack roll are played before the roll is made. Tactics cards are discarded immediately when played (to the discard pile).

FLANK ATTACKS If you destroy all the cards in one of your opponents stacks, the battalions in your stack facing the empty stack get to flank attack the enemy stacks adjacent to the empty stack. Battalions making Flank attacks are +4 to their Attack roll, but may not attack the enemy reserve stack. Cavalry regiments making Flank attacks are +7 to their Attack roll (melee-attacks only) and may attack any enemy stack. Artillery cards do not gain the bonus, although they may Flank Attack.

MORALE PHASE (Simultaneous) Every time you destroy an opposing battalion all other units in the stack must take a morale check by rolling 1D10. To pass a moral check, the player must roll the units moral value or less. Any card that routs is placed in the Discard Pile. Any card that routs as a consequence of a failed moral check results in a further +1 to the moral check of any remaining cards in the stack who have yet to test. This modifier is cumulative. Morale checks are done in stack order, ie top card first, then next down, etc, etc. If a Guard unit (GI, GLI, GC or GLC) is eliminated, any adjacent stack (in addition to the normal moral check for the elimination of a unit), must take a morale check. If the Guard are routed, the stack from which they routed must take a morale check. Shaken cards can be “revived” by a successful morale check (turn them back through 900). All shaken cards can test in this phase. If a Shaken card is to be “revived” in the presence of a Commander card, the commander adds his command rating to the moral value of the unit. A General can add this rating only once per turn.

DISCARD AND REDRAW PHASE One card in the players hand can be discarded. The Players hand is then either made back up to 7 cards by drawing from the deck, or reduced to 7 by discarding cards.

DIVISIONAL GENERALS Each general has a command rating for moral tests. The general may add this bonus only once per turn. If the general is the only card in a stack, he is eliminated automatically if attacked.

ARMY COMMANDER The Army Commander is placed behind the front stacks. His rating determines the number of attacks per turn. The Army Commander can take over a stack if a Divisional General is killed. He is then subject to all the rules pertaining to Divisional Generals.

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The Army Commander moves onto a stack in the reinforcement phase. This move does not count against the number of reinforcements the player may make. If the Army Commander is killed, the entire army takes a morale check against their moral -1. Any cards in the front line that fail, are eliminated (they quit the battlefield) rather than go to the reserve stack. Any further morale checks for the remainder of the battle are checked against the card morale -1.

TACTICS CARD LIST Card Name Effect: Square Formation Line Infantry automatically form square Second Volley Defending Infantry battalion rolls 3 dice and picks the 2 best Fire at Will Get 1 extra attack Sabers & Pistols Attacking Cavalry battalion gets 1 extra attack Rapid Deployment Draw 1 extra card. Forced March Draw 1 extra card, OR retrieve 1 Infantry card from Discard pile. Infantry Charge Attacking Infantry +3 to their melee-attack roll (not for lights). Socket Bayonets Line Infantry get +3 to their melee-attack roll. Counter Attack Defending Cavalry get +5 to their melee-attack roll. Broken Square Infantry defending against Cav automatically fail to form square. Limber Draw 1 extra card, OR retrieve 1 Artillery card from Discard pile. Grape Shot Defending Art get +5 to attack roll (Cannot be used against Art). Canister Shot Art get +3 to their attack roll (Cannot be used against Art). Cannon Ball Attacking Artillery get +4 to their fire-attack roll. Fusillade Infantry battalion gets 1 extra fire attack Sniper Cause a stack to make a morale check in its Morale phase. Column Get +1 Reinforcement move. Overrun Morale check at +1. Take Prisoners Routing battalion is eliminated. Fighting Withdrawal Defender gets +3 to attack roll. Difficult Terrain Opponent gets one less attack this turn. Enfilade fire Get +3 to fire-attack roll. Indirect fire Attcking art get 1 extra attck vs nextcarddown in opposition stack Confusion Opponent draws no cards this turn. Advance Get +1 attack this turn. Scouts Look at opponent's hand Rifles Light Infantry get +3 to their fire-combat roll. Probe Get 1 extra attack with any Light Infantry in any of your stacks. Rearguard Action Draw 2 extra cards. Cavalry Reform Draw 1 extra card, OR retrieve 1 Cav card from the discard pile Woods (x2) +3 to defending light infantry Cavalry cannot melee-attack units in woods Reduce Stack limit by 1, only infantry may be placed in woods Remains in play Hills (x2) +3 to defending card +3 to attacking artillery Remains in play Buildings (x2) +3 to defending Infantry only Cavalry cannot melee-attack buildings Can be played on a hill (modifiers can be combined) Stack limit reduced by 1 Remains in play River (x2) +3 to all melee-attacked defenders River affects either flank and next stack in (eg River is played against right flank and right centre) Remains in play

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Bridge (x2) card. Remains in play

Negates effect of river for 1 attacking Infantry or Cavalry

ATTACKING EMPTY STACKS If an empty stack is attacked, the attacker has the option to either flank attack the adjacent stack, or to force his opponent to eliminate a Battalion card in his discard pile (opponents choice).

UNIT LIST Over 400 Historically accurate units! Click here

OPTIONAL RULES: Players can agree a specific budget for their troops before customizing their decks. It is possible to recreate historical scenarios. The number of positions and number of routed positions to win may have to be modified. Take the terrain cards out of the tactics deck and place them before starting the game at the specified postions. Here are some sample scenarios for EAGLES OF GLORY.

----------------------------------------------------MAIDA, 04.07.1806 French: 6 Line Battalions 3 Light Battalions 1 Mounted Chasseurs General Reynier Budget: 191 pts. British: 2 Light Battalions 9 Line Battalions 3 Foot Battery Generals Stewart, Kempt, Cole, Akland Budget: 184 pts. Terrain: British Buildings Free Free Free Hill Free French

(6x18=108) (3x20=60) (19) (4) (2x15=30) (9x12=108) (3x10=30) (16)

-----------------------------------------------------BUSSACO, 27.09.1810 French 46 Line Battalions 16 Light Battalions 2 Hussars 3 Mounted Chasseurs 1 Dragoons

(46x13=598) (16x14=224) (2x19=38) (3x19=57) (1x21=21)

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3 Foot Batteries (3x15=45) 2 Horse Batteries (2x11=22) Generals: Ney, Reynier, Merle, Heudelet, Soult, Marchand, Mermet, Loison, Lamotte (44) Budget: 1049 British 31 Line Battalions (31x12=372) 3 Riflemen (3x17=51) 1 Light Dragoons (1x10=10) 23 Foot Batteries (23x10=230) 1 Horse Battery (1x11=11) 2 Foot Guards (2x26=52) 5 KGL Battalions (5x12=60) Portuguese 12 Line Battalions (12x10=120) 5 Cacadores (5x14=70) Generals: Picton, Spencer, Leith, Craufurd, Campbell, Champalimaud, Spry, von Löwe, Blantyre, Stopford, Barnes (52) Budget: 1038 British-Portuguese Hill-Free | Hill-Woods-Hill-Free-Free-Buildings | Free-Woods Free-Hill | Buildings-Free-Free-Free-Free-Free | Free-Free French

---------------------------------------------------------------QUATRE BRAS, 16.06.1815 French 12 Line Battalions 4 Light Battalions 2 Mounted Chasseurs 2 Lancers 1 Mounted Chasseurs Guard 1 Lancers Guard 2 Cuirassiers 3 Foot Batteries 1 Horse Battery 1 Guard Horse Battery Generals: Ney, Bachelu, Foy, Pire, Lefebvre-Desnouette, Kellermann Budget: 495 Dutch 1 Light Battalion 1 Line Battalion 3 Militia 1 Light Dragoons 1 Hussars British 20 Line Battalions 1 Riflemen 11 Foot Battery 1 Horse Battery Brunswick 2 Light Battalions 2 Line Battalions 1 Hussars Generals: Wellington, Bylant, Picton, van Merlen, Brunswick, Vincke

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(12x13=156) (4x14=56) (2x19=38) (2x25=50) (26) (29) (2x21=42) (3x15=45) (11) (14) (28)

(9) (8) (3x4=12) (9) (9) (20x12=240) (17) (11x10=110) (11) (2x4=8) (2x3=6) (10) (34)

Budget: 483 Allied Free-Free-Building-Free-Free Free-Free-Building-Free-Free French

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EARTH DEFENSE FORCE INTRODUCTION Board & card game for 2 players. Takes place in the Star Blazers Universe. Pick your Fleet: Earth Defense Force, Gamillon Empire, White Comet Empire Abstract skirmish level Ship combat. Each figure represents a single Ship (unit).

DISCLAIMER ‘Star Blazers’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY You win if you Destroy the opposing Flagship.

THE MAP Use an 8x8 chessboard.

THE SHIPS Use chits or miniatures to represent Ships. Each Player has 5 types of Ships.

EARTH DEFENSE FORCE FLEET TABLE # Type Hits 1 Space Battleship Yamato 2 Battleship 3 1 Carrier 3 5 Cruiser 2 7 Destroyer 1 # = Number of that type of Ship you start the Hits = Number of Hits that type of Ship has.

Class 3 Flagship Andromeda, Borodino Lexington Hood, Konigsberg, Mogami Airone, Gearing, Lightning game with.

GAMILLON EMPIRE FLEET TABLE # Type Hits 1 Desslok Command Ship 3 2 Battleship 3 3 Carrier 3 2 Cruiser 2 9 Destroyer 1 # = Number of that type of Ship you start the Hits = Number of Hits that type of Ship has.

Class Flagship: Imperator, Spirit of Gamilon Conqueror, Audacious Revenge, Vengeance, Vindictive, Undaunted Eliminator Exterminator, Eradicator, Dominator game with.

WHITE COMET EMPIRE FLEET TABLE #

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Type

Hits

Class

1 Magna Flame Ship 3 2 Battleship 3 2 Carrier 3 3 Subspace Submarine 2 8 Destroyer 1 # = Number of that type of Ship you start the Hits = Number of Hits that type of Ship has.

Flagship: Medarussa Bringer of Victory Vengefull, Hailstorm Shadow Storm game with.

SETUP Each player places one Ship on each square of his back two rows. Ships may not stack.

THE CARDS Each Player has their own deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Maneuver Phase Fire Phase

ORDERS PHASE Draw 3 cards. Max hand size = 5 cards. If the deck runs out, shuffle the discard and draw from it. Discard excess cards.

MANEUVER PHASE Play (discard) a Move card to move one of your Ships. The move card has a number. This is the number of spaces the Ship moves. Moves can be diagonal or orthogonal. “Knight” type Move cards produce an attack with a range like a knight in chess. Instead of moving just one Ship in any direction, you have the option of moving one or more Ships forward the indicated number of spaces using a single move card. You cannot move through other units except for Tactical Warps & Subspace Subs.

FIRE PHASE Play (discard) an Attack card to have a Ship attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. “Knight” type attack cards produce an attack with a range like a knight in chess. You cannot attack through other ships except for fighter & SMITE card attacks. Every attack does 1 point of damage. Wave Motion Guns, Desslok cannons, and Magna Flame Cannons do 2 points of damage. Use Chits or coins to record damage. A ship reduced to 0 Hits is destroyed and removed from the board. Your opponent may play (discard) Defense cards to negate your attack.

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CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special K = as a Knight would move in Chess Type = Purpose of card Dam = Damage (inflicted or prevented) # = Number of that card in the Deck.

EARTH DEFENSE FORCE CARD LIST Card Name: Boarding Action Shock Cannons Energy Cannon Torpedoes Missile Salvo Wave Motion Gun Battlecraft Squad Carrier Battlecraft Evasive Action Damage Control Space Defense Battery Fighter Escort Command Bridge Radar Navigate 1 Navigate 2 Navigate 3 Navigate 4 Navigate 5 Tactical Warp

# 2 2 2 2 2 3 2 1 1 2 1 1 2 2 3 3 3 3 3 1

Range 1 1 2 3 4 5 K K 1 2 3 4 5 K

Type A A A A A A A A D D D D X X M M M M M M

Notes Not on Carriers or Destroyers Yamato & Battleships only Carriers only Point Defense Point Defense Discard to draw 3 cards Look at Opponents Hand

GAMILLON EMPIRE FORCE CARD LIST Card Name: Boarding Action Pulse Lasers Energy Cannon Torpedoes Missile Salvo Desslok Cannon SMITE Bombers Battlecraft Squad Carrier Battlecraft Evasive Action Damage Control Space Defense Battery Fighter Escort Command Bridge Radar Navigate 1 Navigate 2 Navigate 3 Navigate 4 Navigate 5 Tactical Warp

# 2 2 2 2 2 1 1 2 2 1 1 1 2 2 2 3 3 3 3 3 1

Range 1 1 2 3 4 5 6 K K 1 2 3 4 5 K

Type A A A A A A A A A D D D D X X M M M M M M

Notes Not on Carriers or Destroyers Command & Battleships only Command & Carriers only Carriers only Point Defense Point Defense Discard to draw 3 cards Look at Opponents Hand

WHITE COMET EMPIRE FORCE CARD LIST 782

Card Name: Boarding Action Pulse Lasers Energy Cannon Torpedoes Missile Salvo Magna Flame Cannon Anti-Matter Missiles Battlecraft Squad Carrier Battlecraft Evasive Action Damage Control Stealth Space Defense Battery Fighter Escort Command Bridge Radar Navigate 1 Navigate 2 Navigate 3 Navigate 4 Navigate 5 Tactical Warp

# 2 2 2 2 2 1 1 2 2 1 1 1 1 1 2 2 3 3 3 3 3 1

Range 1 1 2 3 4 5 6 K K 1 2 3 4 5 K

Type A A A A A A A A A D D D D D X X M M M M M M

Notes Not on Carriers or Destroyers Flame & Battleships only Carriers only

Point Defense Point Defense Discard to draw 3 cards Look at Opponents Hand

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EAST FRONT WEST FRONT INTRODUCTION Card game for 2 players simulating the conflict in Europe in the Second World War. One player is the Germans, the other is the Allies.

THE DECKS Each player has his own unique deck. A deck has one of each of the cards described in its list.

FRONTS There are three fronts: 1. The East Front 2. The West Front 3. The Mediterranean Front Each front is represented by 4 Tokens. (There are 4 East, 4 West, & 4 Med. Tokens)

VICTORY If the Allied player controls all 4 tokens in any one front he wins. To win, the German player must control all 4 tokens in both the East and West Fronts. If the Germans do not win by the end of 1945, they automatically lose.

THE CARDS Each Each Each Each

card card card card

has a has a has a lists

title. force value. type. There are 4 card types: Leader, Operation, Unit, Special. which Fronts it can be played in. (1, 2, or all 3)

SETUP Both players shuffle their decks. Both players control two tokens from each of the 3 Fronts.

TURN SEQUENCE Each turn has 6 phases: 1. History Phase 2. Production Phase 3. Planning Phase 4. Mediterranean Front Phase 5. West Front Phase 6. East Front Phase

HISTORY PHASE Each turn represents one year. The starting year is 1939.

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Keep tract of what year it is. A player may keep up to 2 extra, unused cards from the previous turn. Excess cards are discarded.

PRODUCTION PHASE Each player draws a number of cards as indicated by the Draw table. If a deck runs out, shuffle the discard and draw from it.

DRAW TABLE Year Allies Germans Notes: 1939 3 6 West Front Only 1940 8 12 1941 9 11 1942 10 10 1943 11 9 1944 12 8 1945 13 7 If the Germans control all 4 Med Tokens they get +1 cards (Control of North Africa & the Balkans) If the Germans control all 4 West Tokens they get +2 (Defeat of Britain) If the Germans control all 4 East Tokens they get +2 (Conquest of the Soviet Union) The Germans get -1 if the Allies control 9 total tokens.

PLANNING PHASE A player may discard up to 3 cards and draw an equal number of replacement cards.

MEDITERRANEAN FRONT PHASE Both players play one or more cards from their hands in a stack face down to the table. Only cards that say they can be used in the Mediterranean Front may be played. A maximum of 1 Leader card, 1 Operations card, 2 unit cards, and 1 Special card may be played. Both stacks are simultaneously revealed. The player with the highest total Force wins. The winner takes one Mediterranean front token from his opponent.

WEST FRONT PHASE If the German player controls all 4 West Front tokens, skip this phase. Both players play one or more cards from their hands in a stack face down to the table. Only cards that say they can be used in the West Front may be played. A maximum of 1 Leader card, 1 Operations card, 2 unit cards, and 1 Special card may be played. Both stacks are simultaneously revealed. The player with the highest total Force wins. The winner takes one West front token from his opponent.

EAST FRONT PHASE If the German player controls all 4 East Front tokens, skip this phase. Both players play one or more cards from their hands in a stack face down to the table. Only cards that say they can be used in the East Front may be played. A maximum of 1 Leader card, 1 Operations card, 2 unit cards, and 1 Special card may be played. Both stacks are simultaneously revealed. The player with the highest total Force wins.

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The winner takes one East front token from his opponent.

CARD LIST NOTATION A E W M S L O U

= = = = = = = =

All Fronts East Front West Front Mediterranean Front Special Leader Operation Unit

GERMAN DECK CARD LIST Card Title: Blitzkrieg Lightning War Hitler Paratroops Air Superiority Nazi Propaganda Professionalism Stuka Dive Bombers Massed Armor Panzer Divisions Luftwaffe Guderian Wolf Packs U-Boats Jet Fighters Speer Himmler Dietrich Manstein Model SS Troops Rhundstedt Panzer Lehr Grossdeutschland Non-Aggression Pact Russo-Finnish War Barbarossa Army Group North Army Group Center Army Group South Capture Kiev Occupation of Poland Annex Czechoslovakia Battle of the Atlantic Bismarck Maginot Line The Phony War Fortress Europe V2 Rockets V1 Flying Bombs Operation Sealion Invasion of Norway Capture the Low Countries Atlantic Wall Occupation of France Vichy Regime Traverse the Ardennes Battle of the Bulge

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Type S S L U S S S U U U U L U U U L L L L U L U U S O O U U U O O O O U S O S U U O O O S O S S O

Force 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Fronts Notes: A A A A A A A A A A A A A A A 1944+ A A A A A A A A E E E E E E E E E W W W W W W W W W W W W W W W

Invasion of Yugoslavia Rommel, the Desert Fox Italian Navy Mussolini Tobruk Africa Korps Gustav Line Anzio Notes: Discard the Speer card

O 3 M L 3 WM U 3 M L 3 M O 3 M U 3 M S 3 M O 3 M in Production Phase to draw 3 cards.

ALLIES DECK CARD LIST Card Title: Allied Shipping Advanced Radar Convoy Support Groups American Air Force Partisans Roosevelt Assassination Plot Fuhrers Interference British Intelligence American Industrial Might Economic Strangulation Crack Enigma Allied Manpower Liberation Stalin Arctic Convoys T-34 Tanks Red Army Communism Soviet Air Force Scorched Earth Russian Winter Siege of Leningrad War without Mercy Siberian Troops Rasputitsa Moscow Counteroffensive Zhukov Timoshenko Defense of Stalingrad Operation Citadel Night Bombing Raids Strategic Bombing Royal Air Force Battle of Britain Evacuation at Dunkirk British Expeditionary Force Operation Overlord D-Day Operation Fortitude French Underground Operation Cobra Operation Market Garden Churchill Royal Navy Free French Flying Fortress Charles de Gaulle Eisenhower Montgomery Patton Bradley

Type S S U U U L S S S S S S S S L S U U S U S S O S U S L L O O S S U O S U O O S S O L U U U L L L L L

Force 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 O 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 O 2 2 2 2 2 2 2 2 2

Fronts Notes: A A A A A A A A A A A A A A E E E E E E E E E E E E 3 E E E E E W W W W W W W W W W W 3 W WM WM WM WM WM WM WM WM WM

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El Alamein Operation Torch Tunisia Soft Underbelly Operation Husky Monte Cassino Break the Gothic Line Atomic Bomb

O O O S O O O S

3 3 3 3 3 3 3 7

M M M M M M M A

1945+

GAME DESIGNERS NOTES World War II in under an hour! Will do the Pacific Theatre as a separate game. I hope I didn’t give the Mediterranean theatre too much emphasis.

MORE CARDS Here’s a few more examples of cards (titles only) you might want to add: Japan Attacks Russia (What if) Japan Defeated (What if) Destruction of Army Group Center P51 Mustang Sherman Tanks Easy Company Red Ball Express Nazi Treasure Code-breakers Normandy Hedgerows Mulberry Harbors Invasion of Crete Drive to the Rhine Operation Typhoon Katyusha Rockets Lend Lease Program Tiger Tanks Operation Anvil British Electronics

VARIANTS Make it that certain 'American' cards cannot be played until 1942+.

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EGYPT INTRODUCTION Card game simulating 3000 years of rule by the Pharaohs of ancient Egypt.

CARD LIST # Name 7 Hieroglyph 7 Slaves 7 The Nile 7 Temples 7 Chariots 7 Pharaohs 7 Pyramid 7 The Gods 7 Ankhs # = number of cards in

Point Value 0 1 2 3 4 5 6 7 Wild the deck of that type.

TURN SEQUENCE Players take turns Draw Phase Control Phase Dynasty Phase End Phase

DRAW PHASE All players draw enough cards to fill their hands to 7 cards.

CONTROL PHASE Simultaneously, each player reveals one meld, if they have one. A meld is 2 or more cards of the same type. Ankh cards are wild. Only one meld is revealed (of the players choice), even if the player has more melds. A player may decide not to reveal a meld, even if they have one or more melds. The meld with the most cards wins control of Egypt. If two or more melds have the same number of cards, then the cards with the highest point value wins. If point values are tied, then no one wins. If no one reveals a meld or no one wins then the last player to control Egypt wins. If the game is just beginning and no one has controlled Egypt yet, then the turn ends. First example: John plays 2 Hieroglyph cards (value = 0) and Randy plays 2 God cards (value = 7). Randy wins. Second example: John plays 3 Hieroglyph cards and Randy plays 2 God cards. John wins.

DYNASTY PHASE The controller of Egypt draws one random card from any players hand. The current controller of Egypt may play one or more melds this phase. Each meld played earns that player tribute points equal to the point value of all cards played.

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For example: The controller plays 4 chariot cards (value 4) and 3 pharaoh cards (value 5). He gets 16 (4 X 4) tribute points for the chariots and 15 (3 X 5) points for the pharaohs. There are 2 special melds that can be played in Dynasty phase: Pyramid Builders combo: 1 card each: Pharaoh, Slaves, Pyramid (12 points) Priests combo: 1 card each: Temple, Hieroglyph, God (10 points)

END PHASE All melds played this turn go to the discard. Players may discard up to 3 cards. Players must discard down to 5 cards.

END OF GAME The game ends after 10 turns. Each turn represents 300 years. If the deck runs out before the 10th turn, shuffle the cards and keep playing.

VICTORY The player with the most accumulated tribute points at the end of the game is the winner.

DESIGNING THE CARDS There are 63 cards in the deck. Seven of each of nine types. All cards have the same backs. Each card must have on its front, its name and numerical value. Each card can have unique illustrations and writings. For example: Research hieroglyphs and use a different one for each hieroglyph card. Some gods from Egyptian mythology: Ra the sun god Anubis, guardian of the dead Bast the cat goddess Horus the avenger Isis the goddess of fertility Osiris the god of nature Thoth the god of knowledge Ptah the creator of the universe Set the god of evil Some Pharaohs from the history book: King Menes (United upper and lower Egypt) Zoser (King of the third Egyptian dynasty) Cheops (King of the fourth Egyptian dynasty) Amosis (Liberated Egypt from the Hyksos) Amenhotep, Thutmose (& Hatshepsut), Ikhnaton Tutankhamen, Seti, Ramses, Ptolemy, Cleopatra

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ELDER THINGS & OUTER GODS INTRODUCTION Card game for 2-6 players. Each player takes control of one of the six major races.

PREFACE During the 2 billion year time period before the evolution of man, many different alien species, races, and entities have made Earth their home. Of these, there are six groups who stand out as being the most numerous and most powerful. These groups of colonizers include: 1. The Elder Things 2. Cthulhu and his Spawn 3. The Flying Polyps 4. The Great Race of Yith 5. Mi-go, the Fungi from Yuggoth (Pluto) 6. The Serpent People All of these races fought each other for dominance on the planet. Often they would summon beings from other places, times, and dimensions to help them fight their Wars.

OBJECT Destroy all of your opponent’s cities.

COUNTERS Each player gets a set of counters of a unique color. A counter set includes 3 types of units: 1. Cities 2. Populations 3. Relics

SET-UP Each player starts with 5 cities and 20 Populations.

NOTES Mi-Go cities are mountain-top mining colonies. The cities of the Flying Polyps were composed of giant windowless black basalt towers.

TURN SEQUENCE Players take turns. Each turn has 7 phases: 1. Recruit Phase 2. Aggression Phase 3. Power Phase 4. Sacrifice Phase 5. Allies Phase 6. War Phase 7. Destruction Phase

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RECRUIT PHASE The active player rolls once on the Recruitment Table.

RECRUITMENT TABLE 1D8 1-3 4-5 6 7 8

Gain: 1 Population Counter 2 Population Counters 3 Population Counters 1 Relic 1 City

AGGRESSION PHASE The active player rolls once on the Conflict Table.

CONFLICT TABLE 1D6 1-2 3-4 5-6

Action: Isolation (Peace): Your turn ends. War of Survival: Attack a random player this turn. War of Submission: Attack a player of your choice this turn.

POWER PHASE The Active player (attacker) and the defender fill their hands to 5 cards.

SACRIFICE PHASE The attacker and defender commit as many population counters and relics as they want to the upcoming battle. A player cannot commit more populations and relics than he currently has. Committed populations are referred to as armies.

ALLIES PHASE Other players (Not the attacker or defender) may add one or more of their own Population counters to an army of their choice.

WAR PHASE For each population committed, roll once on that race’s Battle Table. A Battle Table roll will result in either a Force value, or the option to use a spell. For each relic played one additional spell may be used. To use a Spell, play a spell card to the table from your hand. Every Spell card has a force value. Each side of the conflict adds up their Total Force Value received from Battle Rolls and Spells.

DESTRUCTION PHASE The side with the highest Total Force Value wins the War. The loser has one city destroyed. All populations, spells, and relics used in the battle by all players are

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destroyed and discarded.

ELDER THINGS BATTLE TABLE 1D10 1-4 5-6 7-10

Force 2 8 *

Result Elder Thing: Tentacle Attacks Shoggoth: Servitor Race Spell

CTHULHU BATTLE TABLE 1D10 1 2 3 4-8 9-10

Force 23 8 6 1 *

Result Cthulhu: Great Old One Star Spawn of Cthulhu Greater Deep One: Father Dagon or Mother Hydra Deep Ones Spell

MI-GO, THE FUNGI FROM YUGGOTH BATTLE TABLE 1D10 1-2 3-4 5 6-10

Force 1 5 3 *

Result Mi-Go: Nippers Attack Mi-Go: Grapple & Drop Attack Mi-Go Surgeon Spell

FLYING POLYPS BATTLE TABLE 1D10 1 2 3 4 5 6-10

Force 2 4 1 5 3 *

Result Windblast Windstorm Fixing Attack Large Size & Tentacle Attack Invisibility Spell

THE GREAT RACE OF YITH BATTLE TABLE 1D10 1 2-5 6-7 8-9 10

Force 2 5 6 9 *

Result Large Size & Pincer Attacks Yithian Lightning Guns Mental Telepathy Time Travel Spell

SERPENT PEOPLE BATTLE TABLE 1D10 1 2-3 4 5 6-10

Force 1 2 4 6 *

Result Degenerate Serpent People Serpent People with hand Weapons Illusions Poisons Spell

SPELL CARD LIST ABBREVIATIONS Note that all spells are used to summon some sort of powerful creature.

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LSR = Lesser Servitor Race GSR = Greater Servitor Race GOO = Great Old One LIR = Lesser Independent Race GIR = Greater Independent Race OG = Outer God EG = Elder God A = Avatar

SPELL CARD LIST Summoned Creature: Type Abhoth OG Ahtu A Atlach-Nacha GOO Azathoth OG Bast EG Bokrug GOO Byakhee LSR Chaugnar Faun GOO Cthonians GIR Colors of Outer Space GIR Cthugha GOO Cyaegha GOO Daoloth OG Dark Young GSR Dholes GIR Dimmensional Shamblers LIR Eihort GOO Formless Spawn LSR Ghasts LIR Ghatanothoa GOO Ghouls LIR Glakki GOO Servants of Glakki LSR Gnoph-Keh GIR Gugs LIR Hastur the Unspeakable GOO Hounds of Tindalos GIR Hunting Horrors GSR Hypnos EG Ithqua GOO King in Yellow A Leng Spiders LIR Lesser Other God OG Loigor GIR Moon Beasts LIR Nightgaunts LSR Nodens EG Nyarlathotep OG Nyogtha GOO Quachil Uttaus GOO Rat-Things LSR Rhan-Tegoth GOO Sand Dwellers LSR ServitorsoftheOuterGods Insects from Shaggai LIR Shantaks LSR Shub-Niggurath OG Shudde M’ell GOO Star Vampires LIR Tsathoggua GOO Tulzscha OG Beings from Xiclotl LIR Y’Golonac GOO

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Force 12 16 6 30 6 6 2 9 6 8 13 16 15 5 35 4 10 7 3 15 2 10 2 5 6 15 5 5 12 13 7 5 10 7 3 2 6 30 9 8 2 6 3 GSR 5 3 17 13 5 11 10 5 8

Notes: Grey Horrid Protean Mass; Monstrous Spawn (Nyarlathotep) Giant Tendriled Tree Huge Spider with humanish face Mindless Seething Amorphous Daemon Sultan Cat Goddess Great Water Lizard Tame Interstellar Winged Things; +2 with Hastur Elephantine Humanoid Blood Sucker Giant Tunneling Squid-Worms Invisible Life Force Feeders Great Cloud of Living Fire Green Glowing Eye with Tentacles The Render of Veils Black Ropy Tree; +2 if played with Shub-Niggurath Gigantic Burrowing Worms Malign Ape-Insect Humanoids Many Legged Bloated Oval of the Labyrinth Viscous Black Slime; +2 with Tsathoggua Repulsive Guttural Bipeds Loathsome Extra-galactic Horror Rubbery, Canine Humanoids Spiny Oval Lake Monster Undead decaying Slaves; +3 with Glakki Hairy Ice Beast 4-armed Giants with terrible Maws Titanic Aquatic Being Ichorous Scavengers; live at right angles to time Great Viperine Flyers God of Sleep Wendigo; Wind Walker (Hastur) Tall Man-like being Immense Bloated Web spinning Purple Spiders Giant Mindless Dancing Monstrosities Reptilian Energy drainers; +2 with Ghatanothoa Pink Toadish Torture Lovers Oily black faceless winged demons; +2 with Nodens Hoary King of the Sea Messenger of the Outer Gods; A Thousand Forms Cavern dwelling Iridescent Gelatinous Blackness Tiny withered God of time, death, and decay Tiny evil servants Large Globular Fish eyed Blood sucking Crab Clawed emaciated sand encrusted desert stalkers 4 Tentacled Toad pipers; +1 with Outer Gods Tiny Technologically Advanced Mental Parasites Huge Scaled Horse Head Steeds; +1 with Outer Gods The Black Goat of the Woods with a thousand young Greatest of the Cthonians Invisible dripping blob; sucker tipped appendages Large sleepy bunny-eared furry Toad Belching column of sick cold green flame Stupid carnivorous plant creatures Large headless biped with mouths in its palms

Yibb-Tstll Yig Yog-Sothoth Zhar Zoth-Ommog

OG GOO OG GOO GOO

12 9 40 13 12

Pulsating Many Breasted Black Body Bipedal Snake God Conglomeration of Iridescent Globes Dual Mountain of Sensate Quivering Flesh Cone shaped body with tentacles & reptilian head

CARDSET BY ZAK You can find cards for Elder Things & Outer Gods at the following addresses: http://digilander.iol.it/warpspawn2/ETOG/coc1.zip http://digilander.iol.it/warpspawn2/ETOG/coc2.zip http://digilander.iol.it/warpspawn2/ETOG/coc3.zip http://digilander.iol.it/warpspawn2/ETOG/coc4.zip http://digilander.iol.it/warpspawn2/ETOG/coc5.zip

DISCLAIMER Cthulhu is copyrighted/trademarked property. This is only a fan site.

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ELEMENTAL CHESS INTRODUCTION Chess Variant. 2 player game. Earth, Air, Water, Fire Theme.

THE BOARD Use a standard 8 x 8 chessboard.

THE PIECES Each player has a set of 24 pieces. A set contains: 2 Air Rooks 2 Air Bishops 2 Air Knights 2 Water Rooks 2 Water Bishops 2 Water Knights 2 Fire Rooks 2 Fire Bishops 2 Fire Knights 2 Earth Rooks 2 Earth Bishops 2 Earth Knights A piece will have to somehow denote which of the 4 elements it belongs to in addition to what type it is and to which player it belongs.

SETUP Players place a dividing screen along the middle of the board. A player does not see how his opponent sets up his pieces. Players set up their 24 pieces in any way on their back 3 rows. When both players are finished setting up, the screen is removed. Determine turn order by house rules.

THE RULES Players take turns. Just as in normal chess, you must move or capture with one of your pieces every turn. Air pieces can only capture Water & Fire pieces. Water pieces can only capture Fire & Earth pieces. Fire pieces can only capture Earth & Air pieces. Earth pieces can only capture Air & Water pieces.

VICTORY You win if you capture all your opponent’s pieces of one element. For example: you capture all 6 of his fire pieces.

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EMPIRES OF MYSTARA INTRODUCTION D&D Theme. Module for the Warp Empires system. You must use the Warp Empires system to play this game. 2-4+ Players.

UNITS & ACTION DECK Players share a common Unit chit pile. Players share a common Action deck.

ALIGNMENT Choose If you If you If you If you Lawful

your Alignment: Lawful, Neutral, or Chaotic. are Lawful, all your Lawful Units get +1 Force. are Lawful you cannot recruit Chaotic Units. are Chaotic, all your Chaotic Units get +1 Force. are Chaotic you cannot recruit Lawful Units. players cannot attack each other.

MAP Nation: T: Notes: Principalities Glantri 10 Northwest; One Wizard unit costs 1 less per turn Ethengar Khante 9 North; One Archer unit costs 1 less per turn Kingdom of Vestland 4 Northeast; One Siege Engine unit costs 1 less per turn Kingdom of Ostland 4 Northeast Islands; One Undead unit costs 1 less per turn The Republic Darokin 10 West; One Fighters unit costs 1 less per turn Alfheim 3 Lawful; Central West; One Elf unit costs 1 less per turn Rockhome 7 Central East; One Dwarf unit costs 1 less per turn Emirate of Ylaruam 7 East; One Cavalry unit costs 1 less per turn The Five Shires 2 Lawful; West; One Halfling unit costs 1 less per turn Grand Duchy Karameikos 6 Central; One Shadow Elf unit costs 1 less per turn Empire of Thyatis 15 Southeast Islands; One Cleric unit costs 1 less per turn Minrothad Guilds 6 South Islands; One Ship unit costs 1 less per turn Kingdom of Irendi 8 Southwest Islands; One Hero unit costs 1 less per turn Thar & Broken Lands 4 Chaotic; Northwest; One Orc unit costs 1 less per turn T = Number of Territories in this Nation (Country).

VICTORY Either side wins automatically if all opposing units are destroyed.

SETUP Each player picks one territory in one country to be his or her starting space. Each player starts with 10 random units.

ACTION DECK Players share a common Action deck (at bottom of page).

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REVENUE PHASE Revenue (income) points are called Gold. Each territory generates one Gold per turn. If you control all the territories in an entire country, the territories generate 2 Gold each.

RECRUIT PHASE Leader units include Heroes, Wizards, and Clerics. Magic Items can be attached to any stack with an appropriate type of Leader unit. Limit One item per Leader. Ships must start in a Coastal settlement. Each territory can recruit one unit per turn. Lawful Nations cannot recruit Chaotic units and visa versa.

MOVE PHASE Ships can only move into coastal spaces or deep sea spaces. Each Ship can carry up to 3 other units. You cannot have Lawful and Chaotic units in the same stack.

BATTLE PHASE If defeated, Heroes are simply sent back to the unit chit pile. Spell cards played from the hand only generate effects if there is an appropriate spell-caster in the stack. Magic Items only generate effects if the indicated unit type is in the stack.

UNIT LIST Unit Name: #/Speed Force Notes Fighters 20M 2 Human Infantry Archers 5M 2 Cavalry 5F 3 Dwarves 10S 3 Lawful Elves 10F 4 Lawful Shadow Elves 5F 4 Chaotic Halflings 5S 1 Lawful Orcs 10M 2 Chaotic Undead 10S 4 Chaotic Hero 10F 6 Wizard 5F 5 Cleric 5F 5 Keep 20 6 Cannot Move (one per territory limit) Siege Engines 10S 5 (Catapults, Ballistas, Towers, Rams) Ship 20F 3 Vorpal Blade 1 +4 Hero Item Rune Sword 1 +5 Hero Item Girdle Giant Strength 1 +3 Hero Item Rod of Dominion 1 (5) Hero Item: Gain 2 Gold per turn Rod of Necromancy 1 (3) Chaotic Wizard Item: Undead cost 1 less to recruit Staff of Holiness 1 +5 Lawful Cleric Item Crystal Ball 1 (4) Wizard Item: Look at opponents hand once per turn (X) = Cost of item: This item generates no Force in Battles.

ACTION DECK 798

Card Name: March Grand March Great March Quest Earthquake True Sight Turn Undead Call Lightning Cure Wounds Blessing Creeping Doom Death Spell Firestorm Summon Monsters Meteor Swarm Animate Dead recruit Teleportation Space Slay Thieves Spies Scouts Outflank Rain of Arrows Swords Stout Hearts Cause Fear

# 10 6 3 1 1 1 1 1 1 1 1 1 1 1 1 1

Effects: Move 1 stack Move 2 stacks Move 3 Stacks Discard target Leader Battle: Cleric Spell: Cleric Spell: Look at Battle: Lawful Cleric Battle: Cleric Spell: Battle: Cleric Spell: Battle: Cleric Spell: Battle: Cleric Spell: Battle: Wizard Spell: Battle: Wizard Spell: Battle: Wizard Spell: Wizard Spell: Destroy Chaotic Wizard Spell:

1

Wizard Spell: Move Wizard & any Leaders w/him to any

1 1 1 1 1 1 1 1 1

Battle: Hero Action: Kill target Leader Steal target Magic Item Look at Opponents hand Look at target stack Battle: Cavalry & Ships get Force +1 Battle: Archers, Elves, and Shadow Elves get Force +1 Battle: Orcs and Fighters get Force +1 Battle: Dwarves & Halflings get Force +1 Battle: Undead & Spellcasters get Force +1

Force = 10 Target Stack or opponents Hand Spell: Destroy 1-2 Undead units Force = 8 Your Stack suffers no casualties All your units get +1 Force Force = 12 Kill target Hero Force = 10 Force = 12 non-leader unit in adjacent space Target Undead units cost 0 to

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EMPOREX INTRODUCTION Players take the roles of rival Noble Houses in a war to control a neutral space sector.

WORLD

TYPE

Lortran Homeworld Gurati Homeworld Kadesh Homeworld Nitrix Homeworld Quayat Desert Parallax Industrial Mercurium Mining Frost Ice Computus Machine Bolavor Jungle Aquara Ocean Punah Pleasure Griddox Prison Yoravar Shipyard Zenceti Alien Ruins Eden Church Mox Gem Hellish Radioactive Dalton Research Bazarium Commerce Seedeen Hive World Pyreen Pacifist Scorch Volcanic Marx Clone Notes: Homeworlds always have

ALLIES

INCOME UNITS AVAILABLE 5 Psychic Veterans 5 Anthrosynthetic Berserkers, Cyborg-Commandos 5 Fanatics, Warrior Priests 5 Suicide Squads 1 Desert Warriors 3 Nukes & Jumpships 3 Nukes & Miners- Defenders 1 Ice Barbarians 3 Robot Death Machines 2 Jungle Fighters 1 Sea Monsters- Defenders 3 Amazonians 1 Prison Soldiers 4 Jumpships (cost 4 each) 1 Psychic Natives- Defenders 2 Solar Templars 4 Miners- Defenders 2 Subterranean Mutants & Nukes 1 Transhuman Supersoldiers & Nukes 3 Mercenaries & Jumpships 2 Imperial Conscripts 1 Diplomacy 1 Nukes & Lava Projectors- Defenders 1 Clone Soldiers House Troops and Damper Field unit types available.

BENEFIT

Sisteria Noble Action = 1 Emporex 2 Imperial Centurions & Diplomacy = 1 Mercenary Guild 4 Mercenaries Imperial Navy 3 Jumpships Spacing Guild 2 Jumpships & Income =1 Church of Mankind Diplomacy = 2 Mercantile Consortium Income = 2 Imperial Beaurocracy Strategic Planning =1 Black Market 2 Nuclear Arsenals & Income = 1 Imperial Secret Police 2 Imperial Death Squads & Assassination = 1 Colonial Council 1 Colonial Ranger & Diplomacy = 1 5th Sector Rebels 3 Rebels & Sabotage = 1 Surgeons of Silex Recruit Noble =1 & Income = 1 Discordian Heretics 4 Heretics Imperial Aristocracy Noble Action= 1 or Recruit Noble =1 Rimspace Pirates 2 Pirates Imperial Army 3 Imperial Shock Troops Allies represent galactic powers that will become involved in the conflicts between Noble houses. Income will be collected every turn in production phase. Army, jumpship, and arsenal units will be stationed on the players homeworld in setup. Other benefits imitate Noble actions and can be used once per turn. SPECIAL UNITS COST AD NOTES Noble +1 Psychic; Gives First Strike Jumpships 6 Transport 3 Armies &/or Nukes

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Nuclear Arsenal(Nukes) 5 Damper Field 2 AD = Attack Dice ARMIES House Troops Psychic Veterans

5 -

One use. Can be used vs. Jumpships Nuke attacks must destroy these first

COST

AD NOTES 2 1 +1 When Defending 4 2 Lortran; Negate 1 Psychic attack on roll of 1-3 on D6 Anthrosynthetic Berserkers 5 2 Gurati; +2 When Attacking Cyborg Commandos 4 2 Gurati; First Strike When Attacking Kadesh Fanatics 1 1 Kadesh; Sacrifice for +1 Kadesh Warrior Priests 5 2 Kadesh; Psychic Nitrix Suicide Squads 3 2 Nitrix; Sacrifice for +2 Desert Warriors 5 3 +1 & First Strike When Defending Quayat Ice Barbarians 3 2 +1 & First Strike When Defending Frost Jungle Fighters 1 1 +1 & First Strike When Defending Bolavor Prisoner Soldiers 1 2 Before battle roll 1D6. On 1-2 they escape. Subterranean Mutants 4 1 Psychic; First Strike When Defending Solar Templars 7 3 Psychic Amazonians 5 3 Robot Death Machines 7 4 Clone Soldiers 1 1 Colonial Rangers 7 2 Self Transport Imperial Shock Troops 6 3 +1 When Attacking Imperial Centurions 3 1 +2 when Defending Imperial Death Squads 4 1 +1 & First Strike When Attacking Imperial Conscripts 1 1 Rimspace Pirates 4 1 Self Transport Discordian Heretics 1 1 Sacrifice for +1 Transhuman Supersoldiers 5 4 Before battle roll 1D6. On 1-2 they all join opponent. Mercenaries 2 2 Pay them 1 Mega Credit to Attack Rebel Freedom Fighters 4 2 First Strike When Attacking +1 vs Imperial units Sea Monsters 5 4 Defenders Miners 1 2 Defenders Psychic Natives 1 1 Psychic; Defenders Lava Projectors 3 3 Defenders

TERMS Attack Dice- The unit rolls this many D6 in battle. Every roll of 1 destroys one opposing unit of the defenders choice. Psychic- When in battle this unit rolls on the Psychic Attacks Table to potentially get additional attack dice. Jumpships- The only way to get around. A jumpship can carry up to 3 nuclear arsenals/army units and any number of Nobles. Jumpships have a maximum range of 3 hexes. They must begin and end their movement in a planetary system. If destroyed, all on board are also destroyed. Nobles- The leaders of a House. An army unit commanded by a Noble gets +1 Attack Dice and First strike. If the unit is destroyed in battle, the Noble is too, if there are no other friendly armies remaining. Self Transport- These units have their own jumpships. If they are destroyed their jumpships are also lost. They cannot transport other troops or Nukes. First Strike- These units roll their Attack dice before the other

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units. All first strike dice are rolled simultaneously. And then all other attacks are rolled simultaneously. Defenders- These units cannot leave their planet of origin. Cost- The cost in income to purchase the unit. Units of income are called ‘Solats'. Nuclear Arsenals- ‘Nukes' can be launched from jumpships or the ground. They can target armies or a single jumpship. Once used they are destroyed.

PSYCHIC ATTACKS TABLE 1D6 1-3 4 5 6

Attack Dice 0 1 2 3

Affect Negligible Psionic Blast Telekenetic Maelstrom Molecular Disruption

TURN SEQUENCE 1- INITIATIVE- Roll high on 1D6 to determine who goes first. 2- PRODUCTION- Collect Income from all worlds and allies 3- UPKEEP- Pay 1 Income per 10 ships, arsenals, and armies you control 4- RECRUIT NOBLES- Roll 1D6. One noble recruited on a roll of 1. Some allies allow additional rolls. 5- RECRUIT TROOPS- One unit can be purchased on each world per turn & two from Homeworlds. Extra troops/ships/nukes from Allies may be purchased on a players Homeworld. 6- MOVEMENT- Jumpships can move up to 3 Hexes. They must land in a system. 7- NUCLEAR EXCHANGE- Occurs between enemy units in the same system. Attack Dice from Nuclear arsenals are rolled simultaneously by both sides. 8- BATTLE- First strike attacks are resolved first & then all other attacks. This is repeated until one or both sides are eliminated. If all units are killed the defender remains in control of the planet. 9- NOBLE ACTIONS- See List 10- PLANET CONTROL- Take control of any planet you have armies on.

STACKING Any number of units may occupy the same hex. Battles occur when enemy units occupy the same hex.

NOBLE ACTIONS LIST A Noble that did not move or fight this turn may take a 'Noble' action. Noble actions are successful on a roll of 1 on 1D6. Some Allies can do Noble Actions. Nobles (& allies) do not have to be in the same system as their target. * Diplomacy: Take control of target World that has no enemy armies on it. * Assassination: Target noble killed. A player may only make one assassination attempt per turn. * Intrigue: Take control of target ally. If the ally provided armies or ships, you gain control of these. Only one intrigue attempt per turn. * Sabotage: Destroy target army, jumpship, or arsenal. * Govern: Income of world + 1D6-1D6; Automatic success, minimum +1 * Strategic Planning: Automatic success. +1 or -1 to Initiative roll next turn.

THE MAP Use a 10 x 10 hex grid. Homeworlds will be located in the corners.

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Distribute the other 20 worlds by using the 1D10 to determine the coordinates. Only one world per hex. For additional ‘terrain' distribute Nebulas, blackholes, and supernovas. Jumpships cannot travel through these obstacles. Other terrain can include Imperial jump stations and Star systems with no planets. These spaces can be jumped to but they cannot be controlled and they provide no resources. Another possibility are Stargates that allow instant travel between distant regions of the map.

CHITS Use ‘chits' or counters to represent all units: allies, armies, jumpships, etc. Each player should have a set of blank 'control' marker chits of a unique color. Put control markers on worlds and unit stacks to indicate ownership. Ally chits are placed next to the owning player, not on the map.

SET UP Each player begins with: 1 Homeworld 3 Nobles 3 House Troops 3D6 Solats Any 2 Armies unique to that homeworld 1 Nuclear Arsenal 2 Jumpships X Random Allies: 8 in a 2 player game, 5 with 3 players, 4 in a 4 player.

VICTORY CONDITIONS Control every planet on the map.

VARIANTS Larger maps, Specific scenarios, Jumpships move 4, Higher upkeep costs...

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ENCLAVE INTRODUCTION Players lead post-holocaust armies in a battle for survival.

MAP Grid 6 X 6 for a total of 36 Territories. Use large spaces that several stacks of chits can fit in. Territory identity is unknown until revealed by exploration.

CHITS Units, terrain, equipment, events, and control markers are represented by counters or chits. There are five piles of chits: Event Pile Territory Pile Recruit Pile Equipment Pile Territory Marker Pile

RECORD SHEETS Keep track of food, fuel, medicinals, and ammo produced, stored, & used.

OBJECT Occupy opponents Enclave.

SETUP Players control Enclaves located in opposite corners of the map. Each player starts with a reserve of 3D6 Food. Each player starts with: 3 Paramilitary units (Attack =2, Move=1, Guns and 1D6 Ammo). Roll high to determine which player goes first.

TURN SEQUENCE Players alternate turns Event Phase Recruit Phase Search Phase Move Phase Claim Phase Attack Phase Recovery Phase Production Phase Upkeep Phase

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EVENT PHASE Roll 2D6. These are the X and Y coordinates on the map. Draw one Event chit. Units in that space are affected by the event chit. Put event chit back in pile. EVENT CHITS NOTES Underground Dwellers Combat Attack Rating =3; Resolve combat immediately Dead Walkers Combat Attack Rating =4; Resolve combat immediately Cannibals Combat Attack Rating =2; Resolve combat immediately Giant Cockroaches Combat Attack Rating =2; Resolve combat immediately Giant Rats* Combat Attack Rating =1; Resolve combat immediately Plague Zombies* Combat Attack Rating =3; Resolve combat immediately Contaminated Food Units cannot move on their next move phase Biohazards All units receive a level 3 Hazard Attack Radiation All units receive a level 2 Hazard Attack Fallout All units receive a level 3 Hazard Attack Accident Units cannot move on their next move phase Acid Rain All units receive a level 1 Hazard Attack Flash Flood This and adjacent sites: Units cannot move this turn Locust Swarm This and adjacent sites do not produce anything until this players next turn Poisoned Water All units receive a level 2 Hazard Attack Serendipity Roll on the random salvage table Good Hunting Gain 1D6 Food Travelers Draw one recruit chit Notes: * All opponents die after combat on 1-3 on D6 from disease. Hazard Attacks are non combat attacks against units. Sources are usually environmental: Radiation, weather, disease, etc. Roll 1D6 per attack level. Unit destroyed on any roll of 1-2

RECRUIT PHASE Roll 1D6 for every recruit roll you get. On a roll of 1 draw a recruit chit. Place the recruited unit in a territory you control that can recruit.

SEARCH PHASE Search an unsearched territory

MOVE PHASE Move your units. Units marked with an F symbol use up one Fuel to move. Any number of friendly units may be stacked together. Units may be moved into but not through spaces occupied by enemy units. Units entering an unclaimed space must stop.

CLAIM PHASE Units entering an unexplored space may draw a territory chit to reveal its identity. Units entering an unexplored or unguarded enemy space take control of it. Use markers to indicate territorial control.

ATTACK PHASE 805

Enemy units that occupy the same territory fight. Each side rolls 1D6 for each level of Attack. Units with guns may use up one ammo per attack to get two extra attack rolls. The defending side gets +1 Attack roll if they are in their Enclave or a fortified location. The side with the most rolls of 1 inflicts one casualty of opponents choice. The side with the most rolls of 2 inflicts one casualty of same players choice. The side with the most rolls of 6 receives one less casualty of same players choice. Players keep rolling until one side is killed off or the attacker retreats. The attacker may retreat back to the space he came from.

RECOVERY PHASE If a stack has lost some but not all of its units this turn roll 1D6 for each unit lost On a roll of 1 the unit is returned to play A medicinal unit may be expended to give the unit a 1-3 chance of recovering Do not roll for units that have deserted

PRODUCTION PHASE Territories produce food and fuel. Food and fuel may be saved from turn to turn. Enclaves may produce 1 Fuel (Ethanol) instead of 2 Food up to 3 Fuel per turn.

UPKEEP PHASE Each unit must be fed 1 Food or the unit will disband on a roll of 1-3 on D6. Units farthest from the Enclave will be the first to be lost. TERRITORY CHITS NOTES 1-4 Enclaves One per player; Produce 8 food; Get 2 Recruit rolls per turn 5 Hydroponic Farm Produces 6 food per turn 6 Military Armory First to search finds 1 gun with 1D6 ammo 7 Garage First to search gets one vehicle 8 Hospital First to search salvages 1D6 Medicinals 9 Fallout Shelter Units in this space ignore events, Defending side gets +1 Attack roll 10 Pharmacy First to search salvages 1D6 Medicinals 11 Junk Yard First to search gets one vehicle 12 Greenhouse Produces 4 food per turn 13 Rubble First to search gets 1 roll on the Random salvage table 14 Ruins First to search gets 1 roll on the Random salvage table 15 Movie Theatre Gets 1 Recruit roll per turn 16 Refugee Camp Gets 1 Recruit roll per turn 17 Oil Rig Produces 2 Fuel per turn 18 Gas Station First to search salvages Reserve of 3D6 Fuel 19 Pipeline First to search salvages Reserve of 3D6 Fuel 20 Clinic First to search salvages 1D6 Medicinals 21 Dog Farm Produces 4 food per turn 22 Wilderness Produces 1D6 - 2 food per turn 23 Cartel Controller may trade 4 food for 1 fuel in Production phase 24 Farmer Brown Produces 4 food per turn 25 The Doc Produces 1 medicinals per turn 26 Squatters First to enter draws 1 Recruit chit 27 Apartments First to enter draws 1 Recruit chit 28 Supermarket First to search Salvages 3D6 Food 29 Hot spot Units entering receive one Hazard attack (Rating =1) each per turn 30 Shanty town First to enter draws 1 Recruit chit 31 Police Station First to search finds 1 gun with 1D6 ammo 32 Badlands First to enter draws 1 Event chit that affects this space 33 Brothel Gets 1 Recruit roll per turn 34-36 Barren Nothing

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If it is a 2 or 3 player game the other enclaves are considered to be 'barren' spaces.

RECRUIT CHITS UNITS Cycle Gang Street Gang Vigilantes Sewer Mongoloids Angry Mob Youth Brigade Mutants Distorts Scavengers Raiders Loner Road Warrior Nomads Degenerates Bandits Renegades Desperados Mountain Men Psychic Mutant Punks Skate Rats Pilot with Gyrocopter Doctor

ATTACK MOVE NOTES 3 2F Choppers 2 1 2 1 3 1 1 1 1 1 2 1 2 1 1 1 2 2F Dune Buggies 3 1 Comes with gun & 1D6 Ammo 3 2F Muscle Car 2 2 Horses; Require 2 Food 1 1 2 1 2 1 2 2F Convertible; Come with guns & 1D6 Ammo 2 1 4 1 1 1 1 2 Skateboards 1 6F Evades attacks on a roll of 1-4 on D6; May move past enemy units 1 1 Heals units on a roll of 1-3 on D6 in Recovery Phase 2 1 Come with guns & 1D6 Ammo 3 1 Come with guns & 1D6 Ammo 2 2F Motorcycles 2 3F Hotrods 2 2 Cannot use guns or vehicles

Survivalists Police gang Go-gang Greasers Attack dogs Notes: The F designation indicates the unit requires fuel to move.

RANDOM SALVAGE TABLE 1D6 1 2 3 4 5 6

EQUIPMENT Gun with 1D6 ammo 2D6 Food 2D6 Fuel Vehicle 1D6 Medicinals Recruit one unit

GUNS Guns & Ammo may immediately be assigned to any unit. Once the ammo is out the guns are useless.

VEHICLES The vehicle may immediately be assigned to any unit that does not already an F designation. The units move rating becomes 2F.

DESIGNERS NOTES 807

Guns do not give a great combat advantage. It is assumed the units have a variety of substitute ranged weapons such as crossbows, blowguns, spring loaded dart guns, air pressure needle guns, fire bombs, flame throwers, and homemade muskets. Also tactics, the element of surprise, are very important.

808

ENDLESS PATROL INTRODUCTION Solo card game. WWII Western Front. Player controls a squad of American GI’s on patrol. Fight German units.

THE DECKS There are 2 separate decks: The GI Deck and the Patrol Deck. They have separate discard piles.

VICTORY Get completely through the Patrol Deck. You loose if all of your squad members become casualties.

THE SQUAD Your squad has 15 soldiers. Use tokens to keep track of soldiers.

SETUP Start with a hand of 4 cards dealt from the GI deck

TURN SEQUENCE Each turn has 4 phases: Supply Phase Contact Phase Fire Phase Casualty Phase

SUPPLY PHASE Draw 1 card from the GI deck and put it in your hand. Max hand size = 5 cards. Discard excess cards. If the deck runs out shuffle the discard and draw from it.

CONTACT PHASE Turn over the top card of the Patrol Deck.

FIRE PHASE The Patrol card will have a number or an AT (Anti-Tank) symbol or both. Play a GI card with an AT symbol to defeat a Patrol card with an AT symbol.

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The number is called Play GI cards with a Bullet number of the Discard the defeated

the Bullet Number. total Bullet number that equals or exceeds the Patrol card to defeat it. Patrol card, and all GI cards played to defeat it.

CASUALTY PHASE If you did not defeat a Patrol card in play you take one casualty. Loose one soldier. The Patrol card stays in play (face up on the table) until it is defeated. Each patrol card in play inflicts a casualty every turn it remains in play.

GI DECK CARD LIST Card Name Notes Portable Flamethrower M1 3, AT M3 Grease Gun 3 Thompson Sub-machinegun 4 Browning Automatic Rifle 4 Browning M1919 Machinegun 5 45 Colt automatic Pistol 1 M2 Carbine 2 M2 60-mm Mortar 4 M1 Garand Rifles 3 M1903 Springfield Sniper Rifle 4 Anti-tank Rifle Grenade M9A1 AT M1 Bazooka AT Grenade down the hatch AT Satchel Charge AT Fragmentation Grenade 3, AT Radio Artillery Support AT Radio Ground Support AT Fire Section 3 Assault Section 4, AT Swarm Tank 4, AT Reconnaissance L Binoculars L Tactics L Mission Briefing L Smoke Grenades D Camouflage D Combat Engineer D Behind Cover D Leadership D Medic D L = Look at next 5 cards in Either Deck then draw 1 GI card. D = Discard to negate a casualty just incurred then draw 1 GI card.

PATROL DECK CARD LIST Card Name Flammenwerfer Team Assault Pioneer Team Concrete Emplacement Panzergrenadiers Machinegun Team Machinegun Nest Pillbox House Clearing Infantry SS Troops Hitler Youth Stormtroopers

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Notes AT, 2 3 AT 5 4 AT, 4 AT 5 3 5

4

Luftwaffe Paratroopers 5 Sniper 2 AT Gun Team AT, 3 Wehrmacht Infantry 4 Tank Killer Squad 4 Mortar Team AT, 3 Artillery Position AT, 3 Nebelwerfer Unit AT, 2 Flak Gun Position AT, 3 Ammo Dump AT, 2N Fuel Depot AT, 2N Truck Convoy AT, 2N Airfield AT, 2N Supply Halftracks AT, 2N Cargo Tractor AT, 2N Armored Car AT Patrol Car AT Panzerspahwagen AT Troop Carrier AT, 4 Volkswagen Kubel AT, 2 Hummel SPG AT Panzer IV AT Junker Divebomber 9AAI Me109 Strafing 9AAI Minefield I Shelling I Panther Tank AT Tiger Tank AT Marder Tank Killer AT Reservists 2 Occupied Farmhouse AT, 4 Bunker AT AA = GI cards with AT cannot be used. I = This card makes only one attack and is then discarded. N = This card inflicts no casualties. Draw 2 cards if you Defeat it.

CARD SET AVAILABLE Click Here FAQ's 1) During the Fire Phase, you play GI cards against a patrol card, do you mean you play enough GI cards where the sum of the bullet #'s are greater than or equal to the patrol bullet #?

YES 2) And if you can't defeat a patrol card and it stays in play do you still on the next turn sequence draw an additional patrol card?

YES 3) How do the cards work with both AT and a bullet #?

USE EITHER THE BULLET # OR THE AT ABILITY.

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ESCAPE FROM LA INTRODUCTION Solo card, dice & board game. Based on the Movie of the same name. Take on the role of Snake Plisskin.

DISCLAIMER Escape from LA is a licensed, copyrighted, trademarked property. This is only a fan site.

CARD SET Click Here for the cardset Thanks Steve!

VICTORY Escape & Activate the Electro-Magnetic Pulse in the last Step.

LOSING You lose if you ever get killed, or you do not get the antidote in 10 hours.

GEAR Dice, tokens, and paper & pencil are needed.

WOUNDS If you get a Wound, you have a –1 to all coordination & combat dice rolls in this & the next 2 steps.

TURN SEQUENCE The game has 17 steps. Start with step 1 & play your way through. (You may want to draw out a gameboard to show all of the steps.)

THE DECK Collect cards when you are told. There is no hand size limit. Play (discard) cards to modify appropriate dice rolls. (You may play the card after the roll)

CARD LIST Card Name: Savvy

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# 5

Notes Get +1 to Wit Challenge Rolls

Skill 5 Get +1 to Reflexes 5 Get +1 to Luck 5 Get +1 to # = Number of copies of that card in the

Combat Challenge Rolls Coordination Challenge Rolls any Challenge Roll deck

STEP 1 The Deal… (Starting Step) You (Snake) are captured & inoculated with a Neurotoxic virus. You have 10 hours to live. You make a deal with the President to retrieve the control disk Stolen by his daughter Utopia and given to Cuervo Jones, Leader of the Peruvian Shining Path. Cuervo can be found in LA, now a lawless Island prison. Proceed to step 2.

STEP 2 Get Equipped…. Pistols, Automatic rifle, Overcoat, matches, blow-dart, and a single use Holographic field projector. Draw 5 cards from the Deck. Use up 1 hour. Proceed to step 3.

STEP 3 Use a very fast Nuclear Powered Mini-sub to get to LA… 1D6: Result (This a Coordination Challenge Roll) 1-2 Sub Crashes: Snake is killed 3-4 Make a wrong turn. Use up 1 hour. 5-6+ Make good time. Use up ½ hour. Proceed to step 4.

STEP 4 Move off the beach, go inland, looking for Cuervo… 1D6: Result (This a Wit Challenge Roll) 1-4 Looking everywhere: Use up ½ hour & roll again 5-6+ Find Cuervo & Utopia in a Parade. Use up 1 hour & Proceed to step 5

STEP 5 The Parade turns into a Car Chase including Motorcycles & horses… 1D6: Result (This a Combat/Coordination Challenge Roll) 1-3 You are wounded 4-6+ You are not wounded Cuervo & Utopia get away. Proceed to step 6.

STEP 6 Have a showdown with 4 of Cuervo’s Men… 1D6: Result (This a Combat/Wit Challenge Roll) 1 You are Killed 2-3 You are wounded 4-6+ Fake ‘em out with Texas Rules (can toss) Get directions from Map to the Stars Eddie. Use up ½ hour.

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Proceed to step 7.

STEP 7 Shortcut through Beverly Hills… 1D6: Result (This a Wit Challenge Roll) 1-2 You are carved up by the Surgeon General for Replacement parts. 3-4 You are captured but you get away. Use up 1 hour. 5-6 You avoid capture. You make a friend: Taslima. Draw 1 Card. Proceed to step 8.

STEP 8 You walk down the Freeway… Use up 1 hour. Eddie picks you up in Cuervo’s convertible. Proceed to step 9.

STEP 9 Eddie betrays you to Cuervo… 1D6: Result (This a Wit Challenge Roll) 1-4 You are captured by Cuervo. Proceed to step 10 5-6 You avoid capture. Proceed to step 11

STEP 10 Cuervo forces you to play Death Basketball… 1D6: Result (This a Coordination Challenge Roll) 1 You Fail & are killed 2-3 You Win but Cuervo kills you anyway 4-6+ You Win & get away during an aftershock. Use up 1 hour. Proceed to step 11.

STEP 11 You ambush Cuervo… 1D6: Result (This a Combat Challenge Roll) 1-3 You are wounded. (Shot by Eddie) 4-6+ You are not wounded. You escape into the sewer without the disc. Use up 1 hour. Proceed to step 12.

STEP 12 You wind up in an Aqueduct & are forced to surf a Tidal Wave… 1D6: Result (This a Coordination Challenge Roll) 1-3 You are Killed 4-6+ You land in the Convertible with Eddie. Proceed to step 13.

STEP 13 Eddie takes you to gang leader Hershe Las Palmas to get help…

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1D6: Result (This a Wit Challenge Roll) 1-3 Hershe refuses to help. You run out of time. (game over) 4-6+ Herse agrees to help. Draw 4 cards. Use up 1 hour. Proceed to step 14.

STEP 14 You make a Glider Assault vs Cuervo & his army assembled at Happy Kingdom. Eddie makes the switch… 1D6: Result (This a Combat Challenge Roll) 1 You are killed 2 You are Wounded. Roll again 3-4 Keep Fighting. Roll again 5-6+ You get the disc. Use up 1 hour. Proceed to step 15.

STEP 15 You try to make a getaway in the rescue helicopter… 1D6: Result (This a Combat Challenge Roll) 1-3 Cuervo shoots you down with a Missile launcher. (You’re dead) 4-6+ You fly away with the disc & Utopia. Eddie shoots Cuervo. Use up ½ hour. Proceed to step 16.

STEP 16 You make it back. (Crash-landing) You are back in Government custody. You get the antidote. Proceed to step 17.

STEP 17 You have a Standoff with the President… 1D6: Result (This a Wit Challenge Roll) 1-3 The President gets the disc & throws you in Jail. 4-6+ You activate the EMP and disappear.

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ESKIMO INTRODUCTION Card, Board, & Dice game for 2-4+ players. Each player is an Eskimo (Inuit) Hunter.

WINNING At the end of the game, the player with the most Food Points wins. Food points are gained by collecting (hunting) Animal cards. The game ends when all Animal cards have been collected. Get 1 FP for each Special card in your hand at the end of the game.

THE BOARD The Board is a circular track Space # Name: Type 1. Ice I 2. Coast H 3. Ice I 4. Igloo S 5. Ice I 6. Thin Ice H 7. Ice I 8. Domoid S 9. Ice I 10. Tundra H 11. Ice I 12. Tent S 13. Ice I 14. Ice Bergs H 15. Ice I 16. Stonehouse S S = Shelter H = Hunting Grounds I = Ice

divided into 16 spaces: Notes:

Snowhouse (Season of Dark)

Sod & Whalebone

Skin Covered (Season of Light)

Stone & Driftwood

PIECES Each player has a pawn to represent his Eskimo Hunter Six sided dice are needed.

THE DECKS There are 2 Decks: 1. The Animal Deck 2. The Hunter Deck

THE ANIMAL DECK Each Animal card has a Food value from 1 to 4. Each Animal can only be hunted with certain types of Weapons.

THE HUNTER DECK 816

The Hunter deck includes 3 card types: 1. Hunting Weapons 2. Transportation 3. Special

SETUP Each player places his Eskimo Pawn in a Shelter Space. Each player draws to cards from the Hunter Deck. Roll high on 1D6 to see who goes first.

HUNTING GROUND SPACES Each Hunting Ground Space must have an Animal Card on it Face up. If at any time a Hunting Ground is empty, immediately draw the next Animal card from the Animal Deck and place it on the Hunting Ground.

TURN SEQUENCE Players take turns. Each turn has 5 Phases Travel Phase Ice Phase Shelter Phase Hunt Phase Transport Phase

TRAVEL PHASE Roll 1D6 and move that many Spaces clockwise or counterclockwise.

ICE PHASE If you land on an “Ice” Space nothing happens.

SHELTER PHASE If you land on a Shelter Space draw one card from the Hunter deck, Show it to all players & put it in your hand. If you drew a Special card, you may not move again until after your Next turn (At home not hunting); However you may search the deck for A Weapon & a Transport card & put them in your hand. You may carry a maximum of 4 Hunter cards. Discard excess cards.

HUNT PHASE If you land on a Hunting Ground space, you may hunt the Animal there. To get the Animal, discard an appropriate Weapon card. Your Eskimo has caught the Animal and must carry it back to any Shelter. The Eskimo cannot hunt again until after it visits a Shelter. Keep all Animals you’ve hunted in a pile beside you. To catch a Walrus or Whale you must also discard a Boat card.

TRANSPORT PHASE 817

You may discard a Transport card to move again (Go back to Transport Phase).

CARD LIST NOTATION # = Copies of that card in the Deck FP = Food Points H = Hunting Weapons T = Transportation S = Special

ANIMAL DECK CARD LIST Animal Name Seal Sea Lion Walrus Bowhead Whale Bottlenose Whale Narwhal Char Salmon Sea Birds Waterfowl Migrating Birds Bird Eggs Caribou Reindeer Musk Ox Small Game Polar Bear

# 4 2 1 1 1 1 1 2 1 1 1 1 1 1 1 2 2

FP 2 2 4 4 4 4 2 2 1 1 1 1 3 3 3 1 4

Notes Sea Mammal Sea Mammal Sea Mammal Whale Whale Whale Fish Fish Birds Birds Birds No Weapon card needed Hoofed Hoofed Hoofed Wolves, Foxes, Hares Hibernating

HUNTER DECK CARD LIST Card Name Harpoon Spear Bow & Arrows Bait & Snare Fish Hooks Sledge Sled Dogs Huskies Kayak Umiak Clothing Sports Games Fun Music Customs Food Preservation Food Preparation Tools Carvings Language Religion

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# 3 3 2 2 2 2 2 2 4 2 1 1 1 1 1 1 1 1 1 1 1 1

Type W W W W W T T T T T S S S S S S S S S S S S

Notes Sea Mammals & Whales only Any Any Small Game & Birds only Fish only Dogs Dogs Dogs One Seat Boat Deep Rowboat Fur Parka, Mittens, Boots Ball, Blanket Toss, Hand Football Cats Cradle, Bones Storyteller, Tongue Twisters, Funny Faces Tambourine, Singing, Pentatonic Scale Ridicule Contest, Hospitality Frozen, Air Dried, Decayed Eat Raw Flesh or Lightly Boiled Seal oil Lamp, Knives, Pots, Ivory Needle Toys, Fetishes, Ivory, Bone, Soapstone Aleut, Eskimoan, Syllable Language Medicine Man, Food Taboos, Ceremonies

EUROPE AT WAR INTRODUCTION War in Europe in the 18th & 19th Centuries. Module for the Warp Empires system. You must use the Warp Empires system to play this game.

MAP Depicts Europe circa 1700-1800+. Each country is divided into 10+ territories. Country: Connected to: France Spain, Holland, Rhineland, Switzerland, Italy England Controls the Seas. Access to all except Warsaw and Switzerland Russia Prussia, Warsaw, Sweden, Austria, Ottoman Empire Austria Rhineland, Prussia, Russia, Warsaw, Ottoman Empire Prussia Rhineland, Austria, Russia, Warsaw, Holland Denmark, Rhineland, France Sweden Denmark, Russia Denmark Holland, Rhineland Spain France, Portugal Portugal Spain Rhineland Switzerland, Italy, France, Holland, Denmark, Prussia, Austria Italy Rhineland, Switzerland, Naples, Austria Naples Italy, Egypt Switzerland Rhineland, Italy, France Warsaw Prussia, Russia, Austria Egypt Naples, Ottoman Empire Ottoman Empire Russia, Egypt

TERRITORY TYPES Type: Wilderness Small City Medium City Major City Capitol City

Revenue Points generated per turn: 1 2 3 4 5

AUTOMATIC FORTIFICATIONS Major Cities & Capitol Cities always have 1 Fortification unit. If Destroyed, it is rebuilt the next turn for free.

VICTORY The side that controls the most territories at the end of the game wins. Either side wins automatically if all opposing units are destroyed.

SETUP Each player starts with: Control of all territories in 1 Country 1 General & 1 Admiral 10 Random units

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ACTION DECK Players share a common Action deck.

MOVEMENT RULES Ships can move in open Sea & Coastal spaces. Stacks (except for ships) without Generals cannot move. All Stacks get 1 free move per turn.

UPKEEP RULES Units do not receive free upkeep. Pay 1 Revenue Point for each unit. Discard units that do not receive upkeep. Units cannot receive any upkeep from territories they are cut off from or From territories that are 5+ territories distant.

RECRUITMENT RULES Units must start in Capitol Spaces.

RAIDERS A Stack containing light troops will prevent an opponent from getting Free Upkeep from any territory this stack is adjacent to.

BATTLE RULES Leaders generate no Force unless matched with troops of equal or greater force value. If a Fortification is present the Battle is a Siege. Fortifications of the loser are not automatically destroyed and the losing side does not have to retreat in a Siege.

CASUALTIES The Loser of a battle suffers a base loss of 20% (rounding up) of his units. The Winner of a Battle suffers a base loss of half the number of Units lost by the Loser (Rounding down). Example: French have 13 units and British have 12 The British win the Battle… The French lose 3 Units (20% of 13 rounding up) and the British lose 1 Unit (half of 3 rounding down)

UNITS Each player gets a set of unit chits of a unique color. Use the Basic set or create sets unique to each nationality (Each Unit roughly represents 5,000 Men)

REPUTATION Leaders get a permanent +1 Force for each Battle they win. Such Leaders are said to be experienced.

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UNIT LIST ABBREVIATIONS S = Ships H = Heavy (Line) Infantry C = Cavalry CH = Heavy Cavalry CL = Light Cavalry C/H = Mounted Infantry L = Light Infantry A = Artillery G = General (Leader) F = Fortifications D = Admiral (Leader)

BASIC SET UNIT LIST Name General Admiral Ships of the Line Frigates Fortifications Guard Infantry Grenadiers Fusiliers Troopers Reserves Rangers Flankers Skirmishers Foot Artillery Horse Artillery Siege Artillery Cuirassiers Dragoons Lancers Hussars

# 5 5 10 10 10 5 5 5 20 10 5 5 5 10 5 5 5 5 5 10

Type G D S S F H H H H H L L L A A A CH C/H C CL

Force 10 10 8 4 10 7 6 5 4 2 6 5 4 6 5 4 6 5 4 3

Move F FF F FF S S S S S M M M S M S F F FF FF

Notes

Type G D S S F H H H H H H H L L A A A CH CH C/H C CL

Force 10 10 8 4 10 7 6 5 6 5 4 2 6 4 6 5 4 6 6 5 4 3

Move F FF F FF S S S S S S S M M S M S F F F FF FF

Notes

+4 vs Forts

FRENCH UNIT LIST Name General Admiral Ships of the Line Frigates Fortifications Old Guard Middle Guard Young Guard Grenadiers Fusiliers Line Battalion Reserves Chasseurs Voltigeurs Foot Artillery Horse Artillery Siege Artillery Cuirassiers Carabiniers Dragoons Lancers Hussars

# 6 4 10 10 10 5 5 5 5 5 20 10 5 5 10 10 5 5 5 5 5 10

+4 vs Forts

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Mounted Chasseurs

5

CL

4

FF

Type G D S S F H H H H H H H L L A A A A CH C/H CL

Force 10 10 8 4 10 7 7 6 5 4 2 2 6 4 6 2 5 4 6 5 3

Move F FF F FF S S S S S S S M M S S M S F F FF

Notes

Force 10 10 8 4 10 7 6 5 4 2 5 6 5 4 6 5 4 3

Move F FF F FF S S S S S M S M S F F FF FF

Notes

Force 10 10 8 4 10 7 6 5 4 2

Move F FF F FF S S S S S

Notes

BRITISH UNIT LIST Name General Admiral Ships of the Line Frigates Fortifications Foot Guards Highlanders Grenadiers Fusiliers Line Battalion Sappers Reserves Riflemen Cacadores Foot Artillery Congreve Rockets Horse Artillery Siege Artillery Horse Guards Dragoons Hussars

# 4 6 15 15 5 5 5 5 5 20 5 10 10 5 10 5 5 5 10 10 5

+2 vs Forts

+4 vs Forts

PRUSSIAN UNIT LIST Name General Admiral Ships of the Line Frigates Fortifications Foot Guards Grenadiers Fusiliers Landwher Musketeers Jagers Foot Artillery Horse Artillery Siege Artillery Cuirassiers Dragoons Uhlans Hussars

# 6 3 5 5 10 5 5 5 20 10 20 10 5 5 5 5 5 10

Type G D S S F H H H H H L A A A CH C/H C CL

+4 vs Forts

AUSTRIAN UNIT LIST Name General Admiral Ships of the Line Frigates Fortifications Guard Infantry Grenadiers Fusiliers Line Battalion Reserves

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# 7 3 5 5 10 5 5 5 20 10

Type G D S S F H H H H H

Chasseurs Foot Artillery Horse Artillery Siege Artillery Cuirassiers Dragoons Uhlans Hussars

15 10 5 5 5 5 5 10

L A A A CH C/H C CL

5 6 5 4 6 5 4 3

M S M S F F FF FF

Type G D S S F H H H H H L A A A CH C/H C CL CL

Force 10 10 8 4 10 7 6 5 4 2 5 6 5 4 6 5 4 3 4

Move F FF F FF S S S S S M S M S F F FF FF FF

+4 vs Forts

RUSSIAN UNIT LIST Name General Admiral Ships of the Line Frigates Fortifications Guard Infantry Grenadiers Fusiliers Troopers Reserves Chasseurs Foot Artillery Horse Artillery Siege Artillery Cuirassiers Dragoons Lancers Hussars Cossacks

# 5 2 5 5 10 5 5 5 20 20 15 10 5 5 5 5 5 5 15

Notes

+4 vs Forts

HISTORICAL UNITS For more historical units see the lists in the game Eagles of Glory also on this website.

ACTION DECK NOTATION Battle: Any battle not involving Fortifications Sea: Any battle between Ships or Movement by Ships Siege: Any battle involving Fortifications

ACTION CARD DECK Card Name Tactical Move Operational Move Grand Strategy Garrison Siege Bayonet Charge Wheel About Outflank Bombardment Encirclement Counterattack Rearguard Action Forced March Columns Surprise

# 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Notes Move 1 stack Move 2 stacks Move 3 stacks Siege: Fortification gets +5 Force Siege: Destroy target Fort Battle: Heavy Infantry get +3 Force each Battle: Cavalry get +2 Force each Battle: Light Units get +2 Force each Battle or Siege: Artillery get +2 Force each Battle: Stack gets x2 Force Battle: Defender gets x1.5 Force Battle: Loser takes half Casualties Move 1 Stack Move 1 Stack Battle & Sea: Attacking Stack gets Force x2

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Enlistments Shock Action Skirmishing Target Artillery Lead Column Column Attack Lance Charge Light Cavalry Pursuit Successive Volleys Rear Attack Flank Attack Defensive Formation Square Formation Rapid Attack Blunder Disordered Infantry Fire by Rank Broken Ground Form into Line Good Roads Telescope Disciplined Fire Canals Forage Dysentary Logistical Problems Live off the Land Food & Fodder Desertions Light Cavalry Raiders Attack Supply Convoy Light Infantry Raiders Protect Baggage Trains Strategic Defense Careful Planning Tactical Skill Diplomacy Treaty Confusion Deception River Crossing Provisions from Locals Assault Distraction Control Bridge Compel Action Flanks Protected Master of Strategy Countercharge Crowding Attrition Retreat into River Take Prisoners Concentrate Force Interior Lines Detachments Grand Battery Defense in Depth Fortified Towns Probing Attacks Revenge Attack Weak Point Hidden Movements Long Siege Courage Imagination

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2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Recruit 2 random units Battle: Lancers & Heavy units get +2 Force each Battle: Light Units get +2 Force each Battle: Destroy target Artillery Unit Battle: Leader gets +10 Force Battle: Heavy Infantry get +3 Force each Battle: Lancers get +5 Force each Battle: Losers take 1 extra casualty Battle: Heavy Infantry get +3 Force each Battle: Cavalry get +4 Force each Battle: Cavalry get +3 Force each Battle: Heavy Infantry get +3 Force each Battle: Heavy Infantry get +3 Force each Battle: Cavalry get +2 Force each Battle: Stack Force reduced by ½ Battle: Heavy Infantry get –2 Force each Battle: Heavy Infantry get +3 Force each Battle: Heavy Infantry get –1 Force each Battle: Heavy Infantry get +3 Force each Move 1 Stack Look at opponent’s hand Battle: Heavy Infantry get +3 Force each Move 1 Stack Gain 1D6 Revenue Points Discard 2 random units from target Stack Negate Target Move Gain 1D6 Revenue Points Opponent loses 1D6 Revenue Points Target Stack loses 1 Random unit Opponent loses 1D6 Revenue Points Opponent loses 1D6 Revenue Points Opponent loses 1D6 Revenue Points Negate Target Move Siege: Fortifications get +10 Force each Battle: Leader gets +10 Force Battle: Leader gets +10 Force Opponent may not attack this turn Opponent may not attack this turn Opponent must discard 2 random cards Opponent must discard 2 random cards Negate Target Move Gain 1D6 Revenue Points Siege: Attacking Infantry get +2 Force each Battle/Siege: Attacking Stack gets +10 Force Move 1 Stack Target Opponent’s Stack must Move Battle: Stack gets +10 Force Draw 3 cards Battle: Defending Cavalry get +2 Force each Battle: Stack suffers 1 additional casualty Battle: Both sides suffer 1 extra casualty Battle: Losing side loses 1 extra casualty Battle: Losing side loses 1 extra casualty Battle: Stack gets +10 Force Move 1 Stack Negate Target Move Battle: Artillery get +3 Force each Siege: Defenders get +2 Force Each Siege: Defenders get +2 Force Each Battle: Light Units get +1 Force each Target Stack with Leader must move to Attack Battle: Stack gets +10 Force Battle: Stack gets +10 Force Siege: Attacking Stack gets +10 Force Battle: Leader gets +10 Force Draw 3 cards

Mortar Bombs Redoubts Enfilade Fire Trenches Sorties each Strong Position Superb Fortifications Lines of Communication Diversions Repulse Move Up & Deploy Hold Firm Weaken the Center Concealed Battery Bullet Wound Orderly Withdrawal Rout Artillery Support Costly Victory Reserves Final Main Attack Dispersed Base of Supplies Blockade Magazines Winter Quarters Reinforcements Keen & Resourceful Concealed Troops Ambush Volunteers Invasion Secret March Swift March Vigorous Attack Reconnoiter Reconnaissance Hide in Terrain Cover & Concealment Sabers & Pistols Open Order Harrassment Attack Column Absorb Enemy Fire Sharpshooters Marksmen Menaces Good Morale Demoralized Night March Veteran Troops Force Quick Deployment March Formation Reverse Slope Rally Refuse Flank Blocking Terrain Lost Orders Esprit de Corps Line of Battle Hail of Canister Howitzer Shells Bouncing Round Shot Roar of Cannon

2 2 2 2 2

Siege: Siege: Battle Siege: Siege:

Attacking Artillery gets +5 Force each Forts get +5 Force each or Siege: Artillery get +4 Force each Infantry get +2 Force each Defending Infantry & Cavalry get +1 Force

2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Battle or Siege: Defending Stack gets +10 Force Siege: Forts get +5 Force each Move 1 Stack Battle: Stack gets +10 Force Battle: Heavy Infantry get +3 Force each Move 1 Stack Battle: Heavy Infantry get +3 Force each Battle: Stack gets +10 Force Battle: Artillery get +3 Force each Battle: Leader gets –10 Force Battle: Loser takes 1 less casualty Battle: Loser takes 1 extra casualty Battle: Artillery get +3 Force each Battle or Siege: Winner take 1 extra casualty Battle: Stack gets +10 Force Battle: Heavy Cavalry get +4 Force each Battle: Stack gets –10 Force Gain 2D6 Revenue Points Siege: Attacking Stack gets +10 Force Gain 1D6 Revenue Points Opponent may not move any stacks this turn Gain 2 Random units Battle: Leader gets +10 Force Battle: Stack gets +10 Force Battle: Defending Stack gets +10 Force Gain 2 Random units Move 1 Stack Move 1 Stack Move 1 Stack Battle or Siege: Attacking Stack gets +10 Force Look at Opponent’s hand Look at Opponent’s hand Battle: Light Infantry get +3 Force each Battle: Light Infantry get +3 Force each Battle: Light Cavalry get +3 Force each Battle: Light Infantry get +3 Force each Battle: Light Units get +3 Force each Battle: Light Units & Cavalry get +3 Force each 2 Battle: Light Infantry get +3 Force each Battle: Light Infantry get +3 Force each Battle: Light Infantry get +3 Force each Negate Target Move Battle or Siege: All Units get +1 Force Battle or Siege: All Enemy Units get +1 Force Move 1 Stack Battle: All Units of Experienced Leader get +1

2 2 2 2 2 2 2 2 2 2 2 2 2

Battle: Heavy Infantry get +3 Force each Move 1 Stack Battle: Stack gets +10 Force Battle: Stack gets +10 Force Battle: Stack gets +10 Force Battle: Stack gets +10 Force Negate a card just played Battle: All Units get +1 Force each Battle: Heavy Infantry get +3 Force each Battle: Artillery get +4 Force each Battle: Artillery get +2 Force each Battle: Artillery get +3 Force each Battle & Sea: Artillery & Ships get +2 Force each

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Exploding Shrapnel Expert Drill Disorganized Lure by False Retreat Roll up the Flank Cavalry Charge Earthworks Avoid Battle Phase Ineptitude Bloody Fight Staff Corps Experienced Officers Force Interdiction Phase Local Contributions Coinage Debasement Increase Taxes Loans Allied Subsidies Grapeshot Boarding Actions Cross the T Chain Shot Bar Shot Break Enemies Line Hot Shot Fire Ships Broadsides Favorable Winds Favorable Currents Capture Ship Commerce Raiders Blockade Port Squall Mutiny Storms at Sea Bypass Strongpoints New Recruits Conquest Fight on Your Terms Campaign Replacements Talent & Enterprise Live at Expense of Enemy Procure Provisions Favorable Terrain Oblique Attack Advance in Echelon Favorable Disposition Exploit Weakness Tactical Innovation Screen Movements March by Divisions Cover Gaps with Firepower Battlefield Mobility Turn the Flanks Offensive Feint Force Battle Delay Adversary Encounter Battle Chain of Command Grand Maneuver

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2 2 2 2 2 2 2 2

Battle: Artillery get +2 Force each Battle: Heavy Infantry get +3 Force each Battle: Opposing Stack gets –10 Force Battle: Stack gets +10 Force Battle: Stack gets x2 Force Battle: Cavalry get +3 Force each Siege: Units with Forts get +2 Force each Move Stack out of Battle at end of Opponents Move

2 2 2 2

Battle: Stack with Leader gets half Force Battle: Both sides take 1 extra casualty Move 1 Stack Battle: All Units of Experienced Leader get +1

2

Move Stack into Battle at end of Opponents Move

2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Gain 2D6 Revenue Points Gain 2D6 Revenue Points Gain 2D6 Revenue Points Gain 2D6 Revenue Points Gain 2D6 Revenue Points Sea: Stack gets +10 Force Sea: Stack gets +10 Force Sea: Stack gets x2 Force Sea: Stack gets +10 Force Sea: Stack gets +10 Force Battle & Sea: Stack gets x2 Force Sea: Stack gets +10 Force Sea: Stack gets +10 Force Sea: Ships get +2 Force each Move Sea Stack Move Sea Stack Sea: Winner gains control of 1 enemy ship Opponent loses 1D6 Revenue Points Opponent loses 1D6 Revenue Points Target Sea Stack loses 1 random Ship Target Sea Stack loses 1 random Ship Negate Move of Target Sea Stack Move 1 Stack through territory containing Fort Gain 2 random Units Move 1 Stack Battle: Defender gets +10 Force Move 1 Stack Gain 2 random Units Battle: Leader gets +10 Force Take 1D6 Revenue Points from Opponent Gain 2D6 Revenue Points Battle: Stack gets +10 Force Battle: Stack gets +10 Force Battle: Heavy Infantry get +3 Force each Battle: Stack gets +10 Force Battle: Stack gets +10 Force Battle: Stack gets +10 Force Battle: Light units get +3 Force each Move 1 Stack Battle: Heavy Infantry get +3 Force each Battle: Artillery get +3 Force each Battle: Stack gets +10 Force Battle: Stack gets +10 Force Move 1 Stack into Battle Negate Target Move Move 1 Stack into Battle Move 1 Stack Move 1 Stack

EVOLVED INTRODUCTON It took 3.5 billion years to make this game.

WINNING The player with the most species at the end of the game wins.

COUNTER SETS Each player has a set of counters of a unique color. Each counter set has 100+ counters. Each set has ten counters marked #1, another ten marked #2, and so on.

THE GLOBE The map is a 6 X 6 grid. It has 36 spaces. 9 spaces are “Land” spaces. 9 are “Open Water” spaces. 18 are “Island” spaces. The top row and bottom row are Arctic (Polar) The two middle rows are Tropical. The intermediate rows are Temperate.

SPECIES Have an index card for each of your species. Every species has 5 attributes. Record on the card the values of the attributes. Also, be sure to name your species. (Kingdom, Phyllum, Class, Order, Family, Genus, Species)

SETUP Each player starts with one species with the following attributes: Diet = Herbivore Terrain = Water Climate = Hot Adapted Size = Tiny Speed = Slow This will be each players “#1” species (use #1 counters). Each player starts with 3 population counters. Place counters in 3 adjacent spaces not containing opponent’s populations.

TURN SEQUENCE The turn is divided into 6 phases: Geologic Time Phase Random Events Phase Mass Extinctions Phase Reproduction Phase Speciation Phase

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Migrations Phase

GEOLOGIC TIME PHASE The game ends after 16 turns. Move a time marker one space (Era, Period, Epoch) on the following track: 1. Archean (Start) 2. Proterozoic 3. Paleozoic 4. Cambrian 5. Ordovician 6. Silurian 7. Devonian 8. Carboniferous 9. Permian 10. Mesozoic 11. Triassic 12. Jurassic 13. Cretaceous 14. Cenozoic 15. Tertiary 16. Quaternary (End)

RANDOM EVENTS Players share a common deck. Each player fills hand to 7 cards. If the deck runs out, shuffle the discard and draw from it.

MASS EXTINCTIONS Extinction cards may not be played until the Ordovician Period Players take turns playing Extinction cards. The player with the (most) fastest species goes first. If there is a tie, the smartest player goes first and play proceeds clockwise. To play the cards Predation, Competition, and Parasitism you must have a Species with the indicated attributes in the same space as an opponent’s Species with the indicated attributes. For example: You play Predation: Pick one of your Carnivore Species and pick any one species of a smaller size. In all spaces that contain populations of both, the prey populations are removed from play.

REPRODUCTION A space may contain an absolute maximum of 3 species (Total of all players). In each space that you have species, pick one of those species to reproduce. Add one Population Counter of the appropriate type to the space.

SPECIATION Play (discard) an evolve card to have one of your populations evolve. Replace one population counter with a counter that has an unused number. Roll once on the Evolution table. The Roll determines which attribute of the population changes. The Attribute goes up or down one level. Roll 1D6: on 1-3 go up. On 4-6 go down. If you are at one end of the scale you automatically move towards the other end. The population becomes a new species. Write up a new index record card for it. A population may only evolve once per turn.

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MIGRATIONS For each of your species, you may pick up to X number of populations to move to an adjacent space. X is determined by the Species Speed Attribute. You may move a species into a space that already has 3 species in it. If a space has too many species, a random species in that space is destroyed.

CARD LIST Card Name: Behavioral Isolation Temporal Isolation Geographic Isolation Mechanical Isolation Gametic Isolation Polymorphism Adaptive Radiation Genetic Variability Sexual Reproduction Mutations Natural Selection Survival of the Fittest Biodiversity Crossing Over in Meiosis Hardy-Weinberg Disequilibrium Glacier Movements Climate Shift Gene Flow Genetic Drift Missing Link Evolutionary Dead End Species Predation Competition Parasitism Asteroid Impact Ice Age Global Warming Volcanic Activity Killed Sterile Hybrid Mechanical Defenses Chemical Defenses Behavioral Defenses Symbiosis Mutualism Commensalism Resource Partitioning Find new Niche Find new Habitat Hydrothermal Vents Continental Drift Land Bridge Colonization Pangea Breaks Apart Pioneer Species Geographic Dispersal Vestigial Organs Directional Selection Sexual Selection Common Ancestor Analogous Structures Homologous Structures

# 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Notes: Evolve Evolve Evolve Evolve Evolve Evolve Evolve Evolve Evolve Evolve Evolve 1 Evolve Evolve Evolve Evolve Evolve Evolve Evolve Evolve Evolve Extinction: Kill all populations of target

5 5 5 1 1 1 2

Extinction: Extinction: Extinction: Extinction: Extinction: Extinction: Extinction:

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Extinction: Kill 1 newly evolved population Negate a Predation card Negate a Predation card Negate a Predation card Negate a Parasitism card Negate a Parasitism card Negate a Parasitism card Negate a Competition Card Negate a Competition Card Negate a Competition Card Gain one Population of the starting Species type Move an extra population Move an extra Land population Move an extra population Move an extra population Move an extra Tiny/Small population Move an extra population Pick result of any Dice roll Pick result of any Dice roll Pick result of any Dice roll Pick result of any Dice roll Pick result of any Dice roll Pick result of any Dice roll

Carnivore kills Smaller Species Kill Species with 2+ same Attributes Carnivore kills Larger Species All Large and Huge species Killed All Hot Loving Species All Cold Loving Species All populations in target space

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Reproductive Success 1 Gain 1 extra population in 1 space Exponential Growth 1 Gain 1 extra population in 1 space Climax Community 1 Gain 1 extra population in 1 space Keystone Species 1 Carnivore gets +1 Population in 1 space Living Fossil 1 Target Population Avoids Extinction Top of the Food Chain 1 Large/Huge Carnivore get +1 Population # = number of that type of card in the deck.

EVOLUTION TABLE 1D6 1 2 3 4 5 6

Attribute: Diet Terrain Climate Size Speed Pick one

DIET ATTRIBUTE Level 3 2 1

Type Carnivore Omnivore Herbivore

TERRAIN ATTRIBUTE Level 1 2

Type Water Land

Species must live in: Water or Island Spaces Land or Island Spaces

CLIMATE ATTRIBUTE Level 1 2 3 4 5

Type Hot Loving Hot Adapted Temperate Cold Adapted Cold Loving

Species must live in: Tropical Tropical/Temperate Temperate Arctic/Temperate Arctic

SIZE ATTRIBUTE Level 1 2 3 4 5

Type Tiny Small Medium Large Huge

Max Populations of this Species per Space: 6 5 4 3 2

SPEED ATTRIBUTE Level 1 2 3 4

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Type Sedentary Slow Fast Flyer

Notes Move 0 Move 1 Move 2 Move 3

population per turn populations per turn populations per turn populations per turn

FAQS What about amphibious creatures that appeared towards the end ? I stayed away from all mention of specific groups: Dinosaurs, reptiles, amphibians, insects, mammals, aves, crustaceans, arthropods, cnidaria, porifera, mematodes, planaria, etc. The problem is that each group only evolved once, and from distinct ancestors that also only evolved once: This would leave most players out of the loop: For example: the person who got the amphibians would be the only one who could evolve into higher vertebrates. Can carnivores exist by themselves in a space i.e. with no other species present? You state that only 3 species can exist in a space. Does that include only herbivores or carnivores as well? Why not have also carnivores live in a space each of which will “feed” off a species? That would mean that if 3 species are in a space, another 3 carnivore species could live there as well, or even more carnivores as they would feed on the smaller carnivores etc. Actually I always just assumed every space actually held hundreds of thousands of species in all their multitudes. The limitations are just on those few species the players control. Also a related question to max # of species per space is, what happens if there are 3 species in but another one wants to move in from outside? Can’t it make the move? Can it move in but someone of the inhabitants dies if it doesn’t move off etc? This requires some playtesting to see what would be the most "fun" solution. For now, lets say that they can move, and if a space has too many species, a random species in that space is destroyed. Could you clarify which species is allowed to move where, ie can a land species move from land to island or vice versa? Island spaces are fair game to "Land" and "Water" species. How about species reproduction speed – life cycle etc? That is a function of the existing Speed & Size attributes. Why Victory only to the player with biggest no. of species? Why not include total # of species counters on board, total # of spaces occupied by player or even VP bonus for solely occupying spaces of climatic zones, etc? That is all very doable. However, total number of population counters favors small species. How about a few extra cards to include gaia transformation, i.e. card stating that an island space becomes open water and some other open water space becomes island or something of the sort? I had thought of that, but it would require tiles for land and Island spaces. Then there is the problem of species already in a space getting pushed out.

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F-14 TOMCATS by Markus Salo ([email protected])

INTRODUCTION Solo Dice Game. Simulation of an American solo F-14 Bombing Mission in the Middle East circa 1987. Pretty much like Microprose F-15 II. No realism, I think no Tomcat would do a solo bombing mission.

MATERIALS Paper, pencil, 1-2 six sided dice, nobody to play with.

MISSION The mission consists 25 waypoints, first and last of which is home base. Draw the waypoints as circles connected with lines on a piece of paper. There are two targets in a mission, primary and secondary targets. First target is 2d6 waypoints from the 1st waypoint, the second 2d6 waypoints from the first target. Roll on the target table to determine what the targets are.

TARGET TYPES Roll to see what the target is: 1D6 Type: Objective Points: 1 Truck Convoy 2 2 Temporary Bridge 2 3 Fuel Dump 2 4 Ammo Storage 2 5 HQ Bunker 3 6 Power Station 4

Objective Damage points 2 2 2 2 3 4

CONTACT On On On On

every turn roll 1D6. a roll of 1 on 1D6 the strike force encounters hostile forces. Roll 1D6 again: a roll of 1-3 on 1D6 a SAM site is encountered. a roll of 4-6 on 1D6 a flight of Mig-23’s are encountered.

SAM SITE 1D6 Missiles are launched at the Strike Force. For each Missile make a Counter Measure Roll of 1D6: On a roll of 4-6 the missile is spoofed and misses. Each Counter Measure Roll costs the player one Chaff and Flare. When the player runs out of Chaff and Flare, no Counter Measure Rolls can be done. For each missile not spoofed, roll 1D6 Evade Roll: On 1-4 on d6 player evades the missile. If the missile hits the player, the player gets one damage point. MIG-23 Flogger FLIGHT 1D6 Migs will attack the player. The player can intercept the Migs with missiles.

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If the player fires an AMRAAM, he rolls a Missile Roll on 1d6. On 3-6 the AMRAAM hits one Mig and destroys it. If the player fires an Sidewinder, the missile hits one Mig on 4-6 on 1d6. If the player uses his guns, he hits the enemy with 5-6 on 1d6. All the unintercepted Migs hit the players plane with one damage point.

BOMBING RUNS Player can hit the target with Mavericks or Machine Cannon. Maverick hits the target with 4-6 on 1d6, the gun with 5-6. The player can make multiple passes over the target and can fire just one weapon per pass. At every pass he has to roll a new Contact Roll (and face new enemies on 1 on 1d6) The Maverick causes 2 Damage points on the target if hits, the Cannon only one Damage point. To destroy a target, a different amount of damage points are needed. See target table (Objective Damage Points). F-14 Armament Type Hit Roll d6 Ground Damage 10 Machine Cannon Bursts A-A/A-G 5-6 1

2

AMRAAMS

2 Sidewinders 2 Mavericks 12 Chaff and Flares A-A = Air to Air A-G = Air to Ground

A-A A-A 4-6 A-G 4-6 Counter measure

3-6 2

DAMAGE TO F-14 F-14 can take up to 7 damage points. When full, the player can try to bail out. The player is able to bail out and be rescued with 3-6 on 1d6.

SCORING Keep a running tally of points and kills while you play. You get awarded medals and promotions accordingly. You start with no medals and at a rank of 2nd Lt.

PROMOTION TABLE 2nd Lt 1st Lt Captain Major Lt Col Col

starting rank 5 missions and 15 points 15 missions, 25 points 20 missions, 45 points 30 missions, 80 points 50 missions, 100 points

MEDAL TABLE Purple Heart Ace (not a medal) Air Man’s Medal Distinguished Flying Medal Congressional Medal of Honour

successful bail out and rescue 5 kills 15 kills 20 kills 35 kills

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TWO PLAYER VARIANT Two players can play simultaneously as a team. The player with higher rank is the leader, the other player the wing man. The leader attacks always first. When attacked by missiles, the first missile attacks the leader, the second the wingman, the third the leader and so on. Same thing with the Migs.

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FABULOUS THUNDERBIRDS INTRODUCTION Supermarionation. Card & board game for 2-4 players.

DISCLAIMER "Thunderbirds" is a licensed, copyrighted property. This merely a fan site.

THE BOARD 12 X 12 Square Grid. Each space should be big enough to hold one card.

DICE Twelve and six sided dice are needed.

CARDS There are two decks: The Emergency deck and the Responder deck. All players share both decks. Also needed is a set of Time counters.

PAWNS Each player gets a set of pawns. Each set should be of a different color. One player has the red set, the other has a blue set, etc. Each set has 6 different pawns. See the Pawn Set Table. Pawns must be numbered or marked to differentiate them. Each pawn represents a vehicle and its pilot (driver).

PAWN SET TABLE Vehicle: Thunderbird Thunderbird Thunderbird Thunderbird Thunderbird FAB 1

1 2 3 4 5

Description: Silver Scout Plane Green Freighter Orange Space Rocket Yellow Submersible Orbital Space Station Pink Rolls Royce

Pilot: Scott Tracy Virgil Tracy Alan Tracy Gordon Tracy John Tracy Lady Penelope

BASES Each player has his own secret island base located in a corner of the Map.

SETUP 835

Each player starts with all six of his pawns located on his Secret Base.

STACKING Pawns may not stack or move through (jump) other pawns. There are two exceptions: You may stack all of your pawns on your Secret Base. Move cards that allow: Instant automatic transport, swapping pawn locations and Knight type moves.

END GAME The game ends when all cards have been drawn from the emergency deck and There are no emergency cards left on the board.

OBJECTIVE The player with the most cards in his rescue pile at the end of the game wins.

TURN SEQUENCE 1 2 3 4 5+

Countdown Phase Alert Phase Organization Phase Response Phase Move Phases

COUNTDOWN PHASE Remove a Time Counter from every Emergency card on the Board. If an Emergency card has no counters left put it in the Discard.

ALERT PHASE Roll 1D6: Roll New Emergencies 1 0 2-3 1 4-5 2 6 3 For each new emergency draw 1 card from the Emergency deck. Roll 1D12 twice to get the coordinates for each new emergency. Place the emergency card in that space on the board. Roll 1D6 and place that many Time counters on the Newly placed Emergency card. If the rolled coordinates indicate a base or existing emergency, reroll the coordinates. If the rolled coordinates indicate a space occupied by a pawn, place the pawn on its owners base.

ORGANIZATION PHASE Shuffle the Responder deck together with its discard. Each player fills their hand up to six Responder cards.

RESPONSE PHASE 836

Each player rolls 1D12. The player with the highest roll gets his move phase first and so on. Reroll ties.

MOVE PHASES Each player gets one move phase, order determined in response phase. Discard one of your Response cards to move one of your pawns a Distance indicated by the card. Moves can be orthogonal or diagonal unless otherwise stated. You may move none, some or all of your pawns. A pawn can be moved multiple times in a single phase. You may save any cards you did not use for next turn. You may discard any of your cards you do not want. Each Emergency card has a solution. A solution will involve some combination of two pawns. If during your Move phase you move two pawns adjacent (orthogonal or diagonal) To an Emergency card that satisfy that card’s solution requirements, you Complete the rescue: place that emergency card into your rescue pile. Each player has their own Rescue pile.

CARD LIST ABBREVIATIONS TB = Thunderbird

EMERGENCY DECK CARD LIST Emergency: Bomb aboard airliner Vehicle trapped in raging inferno Lady Penelope tied to Railroad track Reporters trapped in underground river Controllers trapped in teetering relay station Toppled rocket probe in countdown Agent trapped in vault with explosives Hood captures Brains and TinTin Construction workers on high ledge Archeologists captured by Zombites Probe on collision course with sun Foil mystery airliner saboteur Banker trapped in airless vault Atomic power plant ablaze Family trapped in burning mall Impersonators frame International Rescue Saboteurs with nuclear bomb Rescue crew of sinking tanker Duchess imprisoned in burning mansion Monotrain heading for broken track section Trapped in Amazon by mutant alligators Actors trapped in cave-in Oil rig on fire Atomic logging machine out of control Break in dam Plane Hijacking Giant Solar Reflector Misaligned Space Station in Decaying Orbit

Solution: Fab + TB1 Any two TB Any two TB TB2 + TB4 Any two TB TB4 + Any TB Any two: TB1, 2, 3 Fab + Any TB Any two TB TB1 + Any Pawn TB3 +TB5 Any 2 Pawns Fab + Any TB Any 2 Pawns TB1 +TB2 TB5 + Any TB Fab + Any TB TB4 +TB5 TB2 + Any Pawn Any 2 Pawns Any two: TB 2, 3, 4 Any 2 Pawns TB1 +TB4 TB1 +TB2 Any two TB Fab + Any TB TB2 + Any Pawn TB3 +TB5

RESPONDER DECK CARD LIST Card Name: Move 1

# 3

Notes:

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Move 2 3 Move 3 3 Move 4 3 Move 5 3 Move 6 3 Move 7 3 Move 8 3 Move 9 3 Move 10 3 Move K 3 Return to Base 2 False Alarm 1 SOS 2 Red Alert 2 Deploy Sub 1 Delay 1 Quick Responder 1 # = Number of that card in the

Move like a Knight in Chess Move one of your pawns back to your base Move opponents pawn back to his base Draw 2 cards from Responder deck Switch location of TB5 and any other TB Move TB4 adjacent to TB2 Negate a move card just played Automatically win roll in Response Phase deck

LINKS Thunderbirds are go! thunderbirdsonline

GAME DESIGNERS NOTES Game may work better/worse on 10 X 10 or 20 X 20 board.

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FAIRY CIRCLE RING INTRODUCTION It is Spring Equinox in the Sylvan woods. The little people, also referred to as Fairies, or Fey have gathered to celebrate. After feasting, storytelling, gossiping, and singing they gather around the Fairy circle ring to play a game they call the Dance of Eights. The fairies dance in groups until they finally form a perfect circle of eight dancers. The winners get laurel leaves and an extra helping of Pixie dust on their elderberries.

THE DECK The deck contains 2 of each card described in the Card List. All of the cards represent Fey Dancers.

SETUP Each player is dealt 8 cards. The oldest player is the dealer. The deck (the remaining cards) are placed down up in the center of the play area. One card from the top of the deck is flipped face up into the discard area. Cards in the discard area are not stacked on top of each other.

TURN EVENTS Players take turns. The youngest player goes first. On your turn you may draw a card from the deck and put it into your hand, or… You may take any one card from the discard area and put it into your hand. After gaining a card you must discard any one card from your hand into the discard area face up.

WINNING If a player has made a “Ring” of the 8 cards in his hand he or she wins. Show the hand to the other players. For a hand to be a ring it must satisfy the following requirements: Four of the dancers must be Male. Four of the dancers must be Female. You must have an even number of Tiny dancers (0, 2, 4…). You must have an even number of Small dancers (0, 2, 4…). You must have an even number of Big dancers (0, 2, 4…). (Example- you can have 2 or 4 tiny dancers, but not 3 or 5) You must have an even number of Mischievous dancers (0, 2, 4…). You must have an even number of Good dancers (0, 2, 4…). You must have an even number of Evil dancers (0, 2, 4…). You must have dancers of at least two elements (Earth, Water, Sky, Forest). You cannot have an odd number of dancers of one element.

CARD LIST Fey Type: Drow Siren Siren Elf

Sex F F F F

Size B B B B

Align E E E G

Element E W W F

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Unicorn Unicorn Nymph Nymph Nereid Nereid Centaur Dryad Dryad Sidhe Faerie Queen Faerie Queen Mermaid Mermaid Sea Elf Goblin Nixie Nixie Faerie Dragon Sprite Sylph Sylph Fairy Fairy Pixie Drow Troll Troll Elf Triton Triton Centaur Sidhe Sea Elf Goblin Imp Imp Red Cap Red Cap Dwarf Dwarf Satyr Satyr Gnome Gnome Faerie Dragon Sprite Gremlin Gremlin Brownie Brownie Leprechaun Leprechaun Pixie

F F F F F F F F F F F F F F F F F F F F F F F F F M M M M M M M M M M M M M M M M M M M M M M M M M M M M M

B B B B B B B B B B B B B B B S S S S T T T T T T B B B B B B B B B S S S S S S S S S S S S T T T T T T T T

TABLE ABBREVIATIONS Sex: F = Female M = Male Size: T = Tiny S = Small (Half man size) B = Big (Man size or larger) Alignment:

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G G G G M M E E G G E G E G E E E E E G G G M M M E E E G G G G E G E E E E E G G M M E G G G M M M M M M M

F F W W W W F F F F S S W W W E W W S S S S S S S E E E F W W F F W E E E F F E E F F E E S S E E F F S S S

M = Mischievous G = Good E = Evil Element: E = Earth W = Water S = Sky F = Forest

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FALL OF FRANCE INTRODUCTION Solo Card Game. 10 May 1940. The player takes the role of the Germans invading the West.

OBJECTIVE You win if you run the Allied deck out of cards: The Allied forces collapse and you conquer France in 6 weeks. If you ever accumulate 10 delay tokens, the Allies have stopped you and you must fight a long war against France.

THE DECKS There are two decks: The Allied Deck and the German Deck.

CARD TYPES The German Deck contains 6 card types: Strategy Units Air Power Movement Leadership Allied Blunder

SETUP Shuffle both decks.

TURN SEQUENCE There are 3 phases per turn: Allied Defense Phase German Logistics Phase German Planning Phase German Blitzkrieg Phase

ALLIED DEFENSE PHASE Draw 5 Allied Cards and place them face up on the table.

GERMAN LOGISTICS PHASE Draw 7 cards from the German Deck and put them in your hand. Leadership cards may be discarded to draw 2 cards.

GERMAN PLANNING PHASE 842

You may discard up to 4 cards and draw replacements.

GERMAN BLITZKRIEG PHASE You must try to make a meld from your hand. A meld consists of one card of each of the following 5 types: 1 - Strategy 2 - Units 3 - Air Power 4 - Movement 5 - Allied Blunder If you make the meld and you have a Force total greater than the Allied force total, discard all the Allied cards. If you make the meld and you have a Force total less than the Allied force total, discard all the Allied cards and gain a delay counter. If you do not make the meld gain 1 delay counter and shuffle the Allied cards back into the deck. At end of turn Discard all German cards in play & in your hand.

THE ALLIED DECK CARD LIST Card Name British Royal Air Force British Expeditionary Force French Artillery Military Assets Superior Artillery Attritional Warfare Superior Tanks & Vehicles Static Warfare Penny-Packets Scattered Forces Light Mechanized Division Heavy Armored Division Mechanized Infantry Pillbox Tanks British Armored Division French B-1 Tanks Superior Firepower Obsolete British Planes Belgian Forces Dutch Forces Occupy Defensive Positions Third Rate French Divisions Rugged Terrain Belgian Forts Fortress Holland Main Fortified Lines Poor Fortifications French Forces General Robert Prioux Allied Line French Light Cavalry Allied Bombers Allied Military Action German Traffic Jams Allied Formations Natural Defensive Lines Overstretched French Divisions Wooded Hills & Rivers Inept Counterattacks Substantial Forces Fighting Retreat Panzers Overextended

Force 2 2 2 2 1 2 1 1 1 1 2 2 1 2 2 2 1 1 1 1 1 1 1 1 2 1 2 2 1 1 1 1 2 1 2 1 1 1 2 1 2

2

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Dunkirk Evacuation Parity of Forces British Attack

1 2 2

CARD LIST NOMENCLATURE L S M U B A

= = = = = =

Leadership Strategy Movement Unit Allied Blunder Air Power

THE GERMAN DECK CARD LIST Card Name German High Command Adolf Hitler General Erich von Manstein Talented Field Commanders Armored Blitzkrieg Netherlands Surrenders Belgium Surrenders Imaginative Plan Good Fortune Swift & Decisive Campaign All-arms Formations Lightning War Seize the Initiative Boldness Modifed Fall Gelb Leak False Plans Attack Airfields Attack Communications Bomb Rotterdam Battle in the Open Consolidate Bridgeheads Lines of Communication Concentrate Force Inside Allied Decision Cycle Poor Planning Allies Overwhelmed Defeatism Political Turmoil Maginot Mentality Diluted Armored Strength Failure to Coordinate Few Radios Independent Airpower Belgium Neutrality Fatally Flawed Plan D Namur-Sedan Gap Allied Retreats Lack of Belgian Resistance Fail to Block the Roads Wait for Main Attack Exhausted & Disorganized Postpone Attacks Allied High Command Paralysis Gaps in Allied Lines Ardennes Breakthrough River Crossings Bridging Equipment Dramatic Gains

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Type L L L L S S S S S S S S S S S S S S S S S S S S B B B B B B B B B B B B B B B B B B B B M M M M

Force 2 1 2 2 1 2 2 2 2 2 2 1 1 1 1 1 1 1 1 2 2 2 1 1 2 2 2 1 1 2 2 2 1 1 1 1 1 1 2 2 2 1 1 2

Reach the English Channel M 2 High Tempo Operation M 2 Advance into the Low Countries M 1 Bypass Strongpoints M 1 Drive Through Defenders M 1 Armored Spearhead M 2 Panzer Corridor M 2 German Assault M 1 Encirclement M 2 Outflank M 2 Thrust Vectors M 1 Deep Penetrations M 1 Rapid Exploitation M 2 Surprise Advance M 2 Seize Intact Bridges M 1 Maneuver Warfare M 1 Superior Air Power A 2 Luftwaffe A 2 Close Air Support A 2 Airborne Forces A 1 Luftwaffe Flying Corps A 2 Aerial Bombardment A 1 Junkers Ju-87’s A 1 Bomb Moving Troops A 1 Heavy Air Attack A 2 Stuka Dive Bombers A 1 Mechanized Forces U 2 Panzer Divisions U 2 Motorized Infantry U 1 Motorized Engineers U 1 Motorized Artillery U 1 Signallers U 1 Army Group A U 2 Army Group B U 2 Army Group C U 2 PzKw I U 1 PzKw II U 1 PzKw III U 2 PzKw IV U 2 PzKw 35/38t U 2 Parachutists & Gliders U 1 Special Forces U 1 Advanced Elements U 2 Wehrmacht U 1 Superior Armored Divisions U 2 Good All Around Tanks U 1 Note: The Deck contains 2 of each listed Air Power Card

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FALL OF THE AZTECS INTRODUCTION Two One The The

player set piece strategic game. player controls the Aztecs. other player controls the Spaniards and their allies: Totonac, Tlascalans, Texcocoans, and Cholula.

VICTORY CONDITIONS The Spaniards must capture the Aztec leader Cuahtemoc. The Aztecs must capture the Spanish leader Cortez.

THE MAP Use a hex map. The map describes the Capitol city: Tenochtitlan. One side of the city is bordered by lake Texcoco. Indicate housing, roads, plots, jungle, water, and temple hexes. Walls line the borders between hexes. The city is geometrically organized. The city is surrounded by walls except the parts bordered by water. There are some internal walls.

CHITS Use counters or chits to represent units.

SETUP The Aztecs have 45 warrior units and one Cuahtemoc unit. The Spaniards have the following units: 5 Totonac units. 10 Tlascalan units. 5 Cholula units. 5 Texcocoan units. 15 Rogue Aztec units. 13 Brigantines (Boats). 5 Conquistador units and one Cortez unit. The Aztecs are inside the city. The Spanish are outside. Every city must have at least 3 units in it. Each unit represents 10,000 indians or 100 Spaniards.

TURN SEQUENCE Event Phase Spanish Move Phase Spanish Attack Phase Spanish Rally Phase Aztec Move Phase Aztec Attack Phase Aztec Rally Phase Fire Phase

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EVENT PHASE Roll twice on the Event Table.

EVENT TABLE D6

EVENT

1-3 1 Aztec dies of disease/starvation 4-6 1 Spanish Ally dies of disease/starvation A player picks which of his units succumbs.

MOVEMENT PHASES Units may not stack except for units riding brigantines. A unit gets 1D6 move points. Roll for each unit before it moves. A unit can get 2D6 move points but it cannot attack. Roads and clear hexes cost 1 point to enter. Housing and plots costs 2 point to enter. Walls cost 2 points to pass. Temples and jungles cost 3 points to enter. Only units on brigantines can move on water spaces. It costs brigantines 1 point to enter a water hex. Units may pass through friendly units. Units may not enter or pass through spaces occupied by enemy units. Routed units cannot be moved toward enemy units. If a routed unit is ever adjacent to an enemy unit, it must move away or be destroyed. Units cannot enter spaces with a fire counter.

ATTACK PHASES A unit can attack an adjacent enemy unit. Routing units cannot attack. An attacking unit rolls 1D6. All rolls of 5-6 on 1D6 indicate the defending enemy unit is defeated. On a natural or modified roll of 1 the attacker is defeated. Conquistadors get +1 to their rolls. Units attacking routed units get +1 to their rolls. Leader units and friendly units adjacent to leader units get +1 to their rolls. Spanish units attacking Aztec units behind city walls get -1 to their rolls. Aztecs attacking Conquistadors or Cortez get -1 to their rolls. Units on Brigantines get -1 to their rolls. If a unit is defeated roll 1D6. On a roll of 1-2 the unit is destroyed. On a roll of 3-6 the unit is routed. A routed unit must immediately move away from the attacking unit exactly 1D3 move points or be destroyed. Routed units are flipped over. Each friendly unit adjacent to the routing unit also routs on a roll of 1-2 on 1D6. If the defeated unit was in a housing hex, put a fire counter on the space. A unit that defeats an enemy unit may move 1 space and attack again.

RALLY PHASES This players routed units not adjacent to enemy units may rally. Roll 1D6 for each unit. The unit is flipped face up on a roll of 5-6. Add +1 if adjacent to a leader unit.

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FIRE PHASE Fires go out on a roll of 1-2 on 1D6. Remove the fire counter.

AZTEC LINKS Link Page The Conquest

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FANTASY FIGHT CLUB INTRODUCTION 2 Player game. Combat between 2 opposing fantasy warbands. Game progresses in 2 stages: Recruit Stage Battle Stage

THE DECKS There are 5 Decks: Warrior Deck Weapon Deck Armor Deck Spell Deck Fight Deck

DAMAGE Use tokens to keep track of hits, ammo, and spell effects. Six sided dice are needed.

RECRUIT STAGE Players create their Warband: Each player is dealt 10 Warriors. Each player is dealt half of the Weapon deck. Each player is dealt half of the Armor deck. Lay out your warriors on the table in front of you face up in 2 rows. The Rows are the front row and the back row. There must be at least as many or more warriors in the first row as the second. Assign weapon and armor cards to your warriors. Assigned equipment cards are placed face up partially under the warrior. A warrior can have one shield and one helmet. A warrior can have a Full suit of armor or one or more Partial armor cards. A warrior can carry several weapons but can only use one per turn. Each unit that has spells draws that number of spell cards from the spell deck. Spell cards are placed under the warrior face down. Warriors using 2 handed weapons may carry shields but do not benefit from them.

BATTLE STAGE The opposing warbands fight. Each turn has 3 phases: Draw Phase Tactics Phase Attack Phase

DRAW PHASE Discard some or all unused Fight cards from last turn. Each player fills their hand to 7 cards from the Fight Deck. If the deck runs out shuffle the discard and draw from it.

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TACTICS PHASE Make sure the warriors in your front row equal or outnumber your back row. Warriors can freely be moved from one row to the other this phase. Designate which of his weapons each of your warriors is using this turn. The weapon of choice is placed on top of his stack of equipment. Some spells are used in this phase.

ATTACK PHASE Warriors with ranged weapons attack first. Warriors with ranged weapons with higher range scores attack before ones with lower scores. Warriors with ranged weapons can attack from the front or back row. Warriors may either attack warriors in the opponents front row or roll 1D6: 1-3 Attack target in front row 4-5 Hesitate: Do not attack 6 Attack target in back row For each ranged attack roll 1D6. On a roll of 4-6 the attack hits. Add the attackers skill and subtract the targets dodge roll. Subtract 1 if the attacker is attacking from the back rating. If the defender is hit but has a shield roll 1D6. If the roll is within the shields blocking range the attack is blocked. Thrown weapons do not have to be used in ranged attacks, they may be used for HTH instead. Note that thrown weapons have limited ammo if they are used in ranged combat. Many Spells have ranges and so are played at the same time as ranged attacks. A spell is discarded after it is played. A spellcaster can only cast one spell per turn. Next warriors in the front row with HTH (Hand-to-hand) weapons may attack targets in the opponents front row. Warriors that have the Backstab ability may roll 1D6: 1-4 Do not attack this turn 5-6 Attack a target in the opponents back row Opposing Warriors pair up. The warrior with the highest speed rating picks his opponent first and so on until all Warriors in the front rows have picked, or have been picked. If one side has more warriors they may double up on enemy warriors. For each pairing roll 1D6: 1-3 The warrior with the greater speed attacks first 4-6 The warrior with the weapon with longer reach attacks first For each HTH attack roll 1D6. On a roll of 4-6 the attack hits. Add the attackers skill and subtract the targets dodge rating and weapon parry value. If the defender is hit but has a shield roll 1D6. If the roll is within the shields blocking range the attack is blocked. If an attack hits roll 1D6. Add the warriors damage bonuses and subtract the opponents armor bonuses. If the result is positive, the target warrior loses that many hits. If a warrior is reduced to 0 or less hits it is killed.

WARRIOR DECK CARD LIST Name Ogre Goblin Orc Hobgoblin Kobold Warrior Knight Barbarian Assassin Half-Orc

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Race H H H H H M M M M H

Dam +4 -1 +1 -1 +1 +1 +2 -

Speed -2 +1 +1 +1 +1 +1 -

Skill +1 +2 +1 +1 +1 -

Dodge -2 +2 +2 +1 +1 +1 -

Hits 10 4 5 7 3 6 6 8 5 6

Spells 0 0 0 0 0 0 0 0 0 0

Notes Reach +2 Reach -1 Reach -1 May use 2 HTH wpns Back-Stab

Rogue M Bandit M Dwarf H +2 Elf H -1 Wizard M -2 Sorcerer M -1 Warlock M Shaman H Bugbear H +3 Centaur H +2 H = Humanoid M = Human Backstabbers and Spellcasters

+2 +1 -1 +2 -2 -1 +1 +1

+1 +2 +1 +1

+1 +1 +2 -1 +1 -1

4 5 7 4 2 3 4 5 9 8

0 0 0 1 5 4 3 2 0 0

Back-Stab Back-Stab Reach -1 Damage +2 with Bow

Reach +1 Damage +1 with Bow

cannot wear armor, shields, or helms

WEAPON CARDS Name: Dam Dagger (1) Katar Dirk +1 Short Sword +1 Long Sword +2 Scimitar +2 Tulwar +2 Broad Sword +2 Bastard Sword +2 Great Sword (2-H) +3 Knives (4) -1 Javelins (3) +1 Short Bow(2-H) Long Bow(2-H) +1 Light Crossbow (2-H) Heavy Crossbow (2-H) +3 Compound Bow (2-H) +2 Whip Maul +1 Club Spiked Mace +2 Flail +1 Battle Axe (2-H) +4 War Hammer (2-H) +3 Spear (1) +2 Halberd (2-H) +3 Staff (2-H) Hand Axe (2) +1 H = HTH T = Thrown 2-H = Two-Handed Weapon Unarmed warriors are HTH only

Range 1T H H H H H H H H H 1T 3T 4 6 5 8 7 H H H H H H H 2T H H 1T

Speed +2 +2 +1 +1 -1 -1 -2 +2 +1 +1 +1 +1 -1 -1 +1 -1 +1 +1

Reach 1 1 2 2 3 3 3 3 4 5 1 8 4 2 3 4 3 4 7 6 5 2

Parry 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1

and get Damage –2, Speed +3, Reach = 0, and no parry

ARMOR CARDS Name Great Helm Pot Helm Kettle Helm Greek Helm Viking Helmet Conical Helm Pointed Helm Plate Mail Full Plate Chain Mail Leather

Type H H H H H H H F F F F

Armor 1 1 1 1 1 1 1 4 4 3 1

Block -

Speed -2 -2 -2 -

Notes

Dodge -1 Dodge -1

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Padded F Studded F Banded F Ring Mail F Scale Mail F Splint Mail F Bear Skins P Hauberk P Greaves P Armbands P Breast Plate P Target Shield S Buckler S Round Shield S Kite Shield S Large Shield S Medium Shield S Small Shield S S = Shield P = Partial Armor F = Full Suit of Armor H = Helmet

1 2 3 2 3 3 1 1 1 1 1 0 0 0 0 0 0 0

1-2 1-2 1-3 1-4 1-4 1-3 1-2

-1 -2 -1 -2 -2 -1 -1 -1 -1 -

Dodge -1 Dodge -1

SPELL DECK CARD LIST Spell Name Range Effect Bloodlust T All your warriors get +2 damage and +1 skill this turn Freeze 10 Target warrior neutralized this and next turn Fireball 12 Target warrior suffers 2D6 points of damage Lightning Bolt 12 Target warrior suffers 2D6 points of damage Magic Missiles 6 Distribute 1D6 points of damage amongst enemy warriors Control 2 Control opposing warrior this turn (he moves to your front rank) Shield T Negate all ranged attacks vs your warriors this turn Charm 2 Target warrior made helpless this turn Raise Dead T Gain back killed Warrior Heal T Heal 2D6 lost Hits among your warriors Counter C Negate spell just cast by an opponent Avoid Fate C Negate Fight card just played by an opponent Invulnerability T Target warrior gains 5 armor this and next turn Invisibility T Target warrior gains Dodge +4 and HTH skill +3 Illusions C Negate attack made by target warrior Haste T All your warriors get +2 Speed and +1 dodge this turn Shatter 9 Destroy target weapon or shield. Bearer takes 1D3 damage. Curse 4 Target Warrior gets –3 to all rolls for 1D6 turns Petrification 3 Target warrior neutralized for 1D6 turns Paralyzation 4 Target warrior made helpless this turn Neutralized warriors cannot attack or be attacked Helpless warriors cannot attack, but may be attacked T = Cast in Tactics Phase C = Counter spell. Cast when appropriate

FIGHT DECK CARD LIST Card Name Backstab Height Adv. row Shield Wall Martyr Sword Breaker Flurry Rain of Arrows Wild Magic Mighty Blow

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Effect Target warrior may attack warrior on opponents back row Target warrior in your back row may attack warrior on opponents back Negate target attack Change target of attack to one of your other warriors Destroy target weapon, helm, or shield involved in HTH. Warrior in HTH gets an extra attack Warrior gets an extra ranged attack Spell caster gets to draw an extra spell card HTH attack does extra 1D6 damage

Magic Resist Poisoned edge Painful Wound Fly True Stunned The Fight deck

Negate spell cast by opponent Damaged enemy loses 1 hit every Tactics phase Damaged enemy is skill –1, dodge –1, damage –1, and speed -1 Ranged attack does extra 1D6 damage Damaged enemy made helpless this turn has 2 of each card listed

ZAKS FFC VARIANT. The main changes are: Warband are built wih 1 Champion and 5 warriors Players can split the warband in two groups Terrain cards are played on the groups to advantage them or to create some difficulties Groups can collaborate in attack or defence Click here to see Champion FFC

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FANTASY FIGHT CLUB INTRODUCTION 4 Player variant of the basic game. Combat between 3-4 opposing fantasy warbands. Game progresses in 2 stages: Recruit Stage Battle Stage THE DECKS There are 5 Decks: Warrior Deck (include standard Warriors and Champions). Weapon Deck Armor Deck Spell Deck Fight Deck DAMAGE Use tokens to keep track of hits, ammo, and spell effects. Six sided dice are needed. RECRUIT STAGE Players create their Warband: Take the Champion cards out of the Warrior deck; shuffle both decks. Each player is dealt 5 Warriors and 1 Champion. You can replace any one Warrior with the next card on the Warrior deck. Each player is dealt half of the Weapon deck. Each player is dealt half of the Armor deck. Lay out your warriors on the table in front of you face in one or two groups; each group can have up in 2 rows. The Rows are the front row and the back row. There must be at least as many or more warriors in the first row as the second. Assign weapon and armor cards to your warriors. Assigned equipment cards are placed face up partially under the warrior. A warrior can have one shield and one helmet. A warrior can have a Full suit of armor or one or more Partial armor cards. A warrior can carry several weapons but can only use one per turn. Each unit that has spells draws that number of spell cards from the spell deck. Spell cards are placed under the warrior face down. Warriors using 2 handed weapons may carry shields but do not benefit from them. BATTLE STAGE The opposing warbands fight. Each turn has 4 phases: Draw Phase Tactics Phase Move Phase Attack Phase DRAW PHASE Discard some or all unused Fight cards from last turn. Each player fills their hand to 7 cards from the Fight Deck. If the deck runs out shuffle the discard and draw from it. TACTICS PHASE Make sure the warriors in your front row equal or outnumber your back row. Warriors can freely be moved from one row to the other this phase. Designate which of his weapons each of your warriors is using this turn. The weapon of choice is placed on top of his stack of equipment. Some spells are used in this phase. MOVE PHASE In this phase you can - Split your group in two groups (if you have just one group in play): no cards are needed to split. - Combine two groups in one: you must play a Move card or discard 2 Fight cards to combine your groups into one. - Play a Terrain card on any group: the selected group won't be able to attack in the next Attack Phase (you can play also a Terrain card on a group owned by another player) - Play a Move card or discard 2 Fight cards to remove a Terrain on a group of yours

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- Play a Move card or discard 3 Fight cards to remove a Terrain on any group. ATTACK PHASE The active player designate his attacking groups and the targets. The other two players (not the target obviously) can send one or more groups in support to the attacker or to the defender. When two or more groups collaborate the resulting front row is composed of all the single front rows of each group (the same apply to the back row). Warriors with ranged weapons attack first. Warriors with ranged weapons with higher range scores attack before ones with lower scores. Warriors with ranged weapons can attack from the front or back row. Warriors may either attack warriors in the opponents front row or roll 1D6: 1-3 Attack target in front row 4-5 Hesitate: Do not attack 6 Attack target in back row For each ranged attack roll 1D6. On a roll of 4-6 the attack hits. Add the attackers skill, subtract the targets dodge roll and add the attack modifier of the terrain (if any) where the defender is placed. Subtract 1 if the attacker is attacking from the back rating. If the defender is hit but has a shield roll 1D6. If the roll is within the shields blocking range the attack is blocked. Thrown weapons do not have to be used in ranged attacks, they may be used for HTH instead. Note that thrown weapons have limited ammo if they are used in ranged combat. Many Spells have ranges and so are played at the same time as ranged attacks. A spell is discarded after it is played. A spellcaster can only cast one spell per turn. Next warriors in the front row with HTH (Hand-to-hand) weapons may attack targets in the opponents front row. Warriors that have the Backstab ability may roll 1D6: 1-4 Do not attack this turn 5-6 Attack a target in the opponents back row Opposing Warriors pair up. The warrior with the highest speed rating picks his opponent first and so on until all Warriors in the front rows have picked, or have been picked. If one side has more warriors they may double up on enemy warriors. For each pairing roll 1D6: 1-3 The warrior with the greater speed attacks first 4-6 The warrior with the weapon with longer reach attacks first For each HTH attack roll 1D6. On a roll of 4-6 the attack hits. Add the attackers skill and subtract the targets dodge rating and weapon parry value. If the defender is hit but has a shield roll 1D6. If the roll is within the shields blocking range the attack is blocked. If an attack hits roll 1D6. Add the warriors damage bonuses and subtract the opponents armor bonuses. If the result is positive, the target warrior loses that many hits. If a warrior is reduced to 0 or less hits it is killed. WARRIOR DECK CARD LIST Name

Race

Dam

Speed

Skill Dodge

Hits

Spells

Notes

Ogre

H

+4

-2

-

-2

10

0

Reach +2

Goblin

H

-1

+1

-

+2

4

0

Reach -1

Orc

H

-

-

-

-

5

0

Hobgoblin

H

+1

-

+1

-

7

0

Kobold

H

-1

+1

-

+2

3

0

Reach -1

Warrior

M

+1

+1

+2

+1

6

0

May use 2 HTH wpns

Knight

M

+1

-

+1

-

6

0

Barbarian

M

+2

+1

+1

+1

8

0

Assassin

M

-

+1

+1

+1

5

0

Back-Stab

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Half-Orc

H

-

-

-

-

6

0

Rogue

M

-

+2

+1

+1

4

0

Back-Stab

Bandit

M

-

+1

-

-

5

0

Back-Stab

Dwarf

H

+2

-1

-

+1

7

0

Reach -1

Elf

H

-1

+2

+2

+2

4

1

Wizard

M

-2

-2

-

-1

2

5

Sorcerer

M

-1

-1

-

-

3

4

Warlock

M

-

-

-

-

4

3

Shaman

H

-

-

-

-

5

2

Bugbear

H

+3

+1

+1

+1

9

0

Reach +1

Centaur

H

+2

+1

+1

-1

8

0

Damage +1 with Bow

H

+4

-

+1

+1

12

0

(+) FireBreath (ranged weapon): Dam +2, Speed +2, Reach 6

CHAMPIONS Drak

Cannot use any other ranged weapon Spydo

H

+2

+1

+1

+2

10

0

(+) Poison (ranged weapon): Range 5: if hits the adversary suffers a -2 skill in the next HTH and then is neutralized for 1D6 turns

Krab

H

+2

+1

+2

-

9

0

3 arms: can use a shield and 2 one hand weapons (and make 2 attacks) or a shield and a 2 hand weapon gaining the shield benefits.

Durin

H

+3

-

+2

+2

14

0

Start the game with his Battle Axe (2-H) Snaga: Dam +5, Reach 3, Parry 1

Cad'Vrr

H

+2

-

+2

-

8

3

Regenerate 1 hit every turn

Moloch

H

+8

-1

+1

-

16

0

Armor 3. Cannot use any additional weapon or armor

H = Humanoid M = Human Backstabbers and Spellcasters cannot wear armor, shields, or helms (+) can be used in addition to the standard HTH attack

WEAPON CARDS Name: Dagger (1) Katar Dirk Short Sword Long Sword Scimitar Tulwar Broad Sword Bastard Sword Great Sword (2-H) Knives (4) Javelins (3)

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Dam +1 +1 +2 +2 +2 +2 -1 +1

Range 1T H H H H +2 H H H +3 1T 3T

Speed +2 +2 +1 +1 H -1 -1 H +2 +1

Reach 1 1 2 2 3 3 3 4 -2 1 -

Parry 1 1 1 1 1 3 1 1 1 5 1 -

1

1

Short Bow(2-H) 4 Long Bow(2-H) +1 6 Light Crossbow (2-H) 5 Heavy Crossbow (2-H) +3 8 Compound Bow (2-H) +2 7 Whip H +1 8 Maul +1 H 4 1 Club H +1 2 1 Spiked Mace +2 H +1 3 1 Flail +1 H 4 Battle Axe (2-H) +4 H -1 3 1 War Hammer (2-H) +3 H -1 4 1 Spear (1) +2 2T +1 7 1 Halberd (2-H) +3 H -1 6 1 Staff (2-H) H +1 5 2 Hand Axe (2) +1 1T +1 2 1 H = HTH T = Thrown 2-H = Two-Handed Weapon Unarmed warriors are HTH only and get Damage –2, Speed +3, Reach = 0, and no parry

ARMOR CARDS Name Type Great Helm H Pot Helm H Kettle Helm H Greek Helm H Viking Helmet H Conical Helm H Pointed Helm H Plate Mail F Full Plate F Chain Mail F Leather F Padded F Studded F Banded F Ring Mail Scale Mail F Splint Mail F Bear Skins P Hauberk P Greaves P Armbands Breast Plate P Target Shield S Buckler S Round Shield S Kite Shield S Large Shield S Medium Shield S Small Shield S S = Shield P = Partial Armor F = Full Suit of Armor H = Helmet

Armor 1 1 1 1 1 1 1 4 4 3 1 1 2 3 F 3 3 1 1 1 P 1 0 0 0 0 0 0 0

Block 2 1 1-2 1-2 1-3 1-4 1-4 1-3 1-2

Speed -2 -2 -2 -1 -2 -2 -2 -1 -1 -1 -1 -

Notes

Dodge -1 Dodge -1

-1

-

Dodge -1 Dodge -1

SPELL DECK CARD LIST Spell Name Bloodlust Freeze Fireball

Range 10

Effect T All your warriors get +2 damage and +1 skill this turn Target warrior neutralized this and next turn 12 Target warrior suffers 2D6 points of damage

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Lightning Bolt 12 Target warrior suffers 2D6 points of damage Magic Missiles 6 Distribute 1D6 points of damage amongst enemy warriors Control 2 Control opposing warrior this turn (he moves to your front rank) Shield T Negate all ranged attacks vs your warriors this turn Charm 2 Target warrior made helpless this turn Raise Dead T Gain back killed Warrior Heal T Heal 2D6 lost Hits among your warriors Counter C Negate spell just cast by an opponent Avoid Fate C Negate Fight card just played by an opponent Invulnerability T Target warrior gains 5 armor this and next turn Invisibility T Target warrior gains Dodge +4 and HTH skill +3 Illusions C Negate attack made by target warrior Haste T All your warriors get +2 Speed and +1 dodge this turn Shatter 9 Destroy target weapon or shield. Bearer takes 1D3 damage. Curse 4 Target Warrior gets –3 to all rolls for 1D6 turns Petrification 3 Target warrior neutralized for 1D6 turns Paralyzation 4 Target warrior made helpless this turn Neutralized warriors cannot attack or be attacked Helpless warriors cannot attack, but may be attacked T = Cast in Tactics Phase C = Counter spell. Cast when appropriate

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FANTASY FIGHTERS INTRODUCTION Card game of Fantasy combat.

THE ACTION DECK The R = B = G = W = K =

Deck contains 10 of each of the following 5 card types: Red Blue Green White Black

TURN SEQUENCE Players take turns. Each turn has 3 Phases: Encounter Phase Maneuver Phase Strike Phase

ENCOUNTER PHASE Both players fill their hands to 6 cards. If the deck runs out, shuffle the discard and draw from it.

MANEUVER PHASE Players may discard up to 4 cards and draw replacements.

STRIKE PHASE The Active player may make an Attack. Attacks require a combination of 2 or more cards to be played. An Attack will do damage as described in the Fighters Description. The Defender can make a defense combo to negate or lessen the damage. A Fighter can only make Attacks or Defenses listed in the Fighters description. All played cards are discarded.

OBJECT Reduce your opponent to zero or fewer Hit Points.

FIGHTERS Before fighting, each player must select a fighter. Some Fighters are better than others. This is reflected in their Gold cost. All fighters have hit points and a list of Actions.

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FIGHTER ACTIONS The description of an Action will include: 1. What combination of cards must be played to generate the Action (The Cost). 2. Whether the action is an Attack, Defense or Special (A/D/S). 3. How much damage the action inflicts or blocks, if any. 4. Special effects caused by the Action. 5. The Name of the Action.

FIGHTER LISTS GAYWUF GREAT WARRIOR OF THE HIGH PLAINS Gold Cost = 20 Hits = 10 Action: Hack Hack & Slash Lunge Behead Duck Block Run Away Swiftness Trickery Boasts

Type A A A A D D D S S S

Cost RR RRG BBKK KKWWW RG RGB BBWWG WW GGK GG

Effect 2 Dam 3 Dam 4 Dam 5 Dam 2 Dam 3 Dam 5 Dam Draw 3 cards Opponent discards 2 Random cards Opponent discards 1 Random card

LOD THE CONJURER Gold Cost = 20 Hits = 5 Action: White Rabbit Card Tricks Poof Sparkler Smoke ESP Sleight of Hand Healing Potion Hypnotize Lightning Bolt Paralyze Negation Crystal Ball Plink Hocus Pocus

Type D S D A D S S S S A S S S A S

Cost WW RB BBBRW RR RKG WB GBK GGGWW BBBRG RRWWK RKKB WW BKW BR WKBG

Effect 2 Dam Draw 3 cards 5 Dam 2 Dam 3 Dam Look at Opponents hand Opponent discards 2 Random cards Heal 4 Dam Opponent discards 4 Random cards 5 Dam Opponent discards 3 Random cards Negate Special card just played Look at next 7 cards in deck 2 Dam Draw 5 cards

SMOGG THE SCARLET FLAMING DRAGON Gold Cost = 25 Hits = 15 Action: Firebreath Scales Claws Vicious Bite Tail Whip Armored Plates Spikes

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Type A D A A A D A

Cost RRWG BB KWG KKRGG GK GGB RK

Effect 4 Dam 2 Dam 3 Dam 5 Dam 2 Dam 3 Dam 2 Dam

Fly Away Swoop Dragon Rage

D S S

WWWKK BWG RRGG

5 Dam Opponent discards 2 random cards Draw 5 cards

GAME DESIGNERS NOTES Will add more Fighters when I’m not so tired.

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FANTASY FLIERS INTRODUCTION Miniatures rules for aerial skirmishes. All combatants (Fliers) include a mount with usually one rider.

SET UP One player designs the scenario and provides all the miniatures. The Scenario should include two groups of adversarial fliers. The other player picks which of the two groups he wants to control. Make 1-2 chits for each spell in the spell list. The scenario designer may designate specific spells in the scenario or distribute random spell chits to spell casters after groups are picked.

DESIGNING FLIERS Pick a mount. Fill up the mount with riders and weapons. (Most mounts can carry 2-4 Size = 1 riders and weapons) For each rider pick a race and class.

MOUNT STATS Maximum Speed- Top speed in inches per turn. The Flyer can never normally exceed this without magic or special items. Acceleration- The maximum amount in inches a flyer can increase his current speed per turn. Deceleration- The maximum amount in inches a flyer can decrease his current speed per turn. This does not include momentum used up by turning, climbing, and diving. Turn Radius- The maximum amount in degrees a flyer can change his facing per inch moved. Each time a flyer changes facing it uses up one inch of movement. For example a flyer with a current speed of 5 may fly forward 5 inches, or as one possibility fly 3 inches and make 2 turns. Turning radii are in increments of 15 degrees. Climb- The number of inches that must be traveled before the flyers altitude can be increased by one level. Each time a flyer increases altitude one level, it uses up one inch of movement. Flyers that can hover have a climb value = 0. Dive- The number of inches that must be traveled before the flyers altitude can be voluntarily decreased by one level. Diving does not cost any inches to do. Flyers that can hover have a dive value = 0. Mounts have 2 Flying Characteristics: Speed & Maneuverability. These determine the base values of the other stats such as Acceleration and Climb

SPEED STAT Speed Extremely Slow Very Slow Slow Average Speed Fast

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Level 1 2 3 4 5

Max 2 4 6 8 10

Accel 1 1 2 2 3

Decl 1 2 2 3 3

Climb 4 4 3 3 2

Dive 4 3 3 2 2

Dodge -1 -

Init -1 -

Very Fast Extremely Fast Extremely Fast-2 Extremely Fast-3

6 7 8 9

12 14 15 16

3 4 4 5

4 4 5 5

2 1 1 1

1 1 1 1/2

+1 +1 +1

+1 +1 +1

MANEUVERABILITY STAT Maneuverability Level Turn Dodge Init Very Poor 1 15 -1 -1 Poor 2 30 Average 3 45 Good 4 60 Very Good 5 90 +1 +1 Very Good-2 6 105 +1 +1 Very Good-3 7 120 +1 +1 Very Good-4 8 135 +1 +1 Hits- Damage the flyer can sustain before falling or dying. During battle, keep a running tab of Hits remaining. If reduced to 0 or less hits the mount is killed/destroyed. Capacity- Number of Riders or Large Weapons the Mount can carry. If this is exceeded reduce Maneuverability and speed stats by half (round down). Capacity may not be doubly exceeded. If the mount is under capacity increase stats by one rank each.

TURN SEQUENCE Each turn has 2 phases: Initiative Phase Main Phase

INITIATIVE PHASE Determine move order. Each Flier rolls 1D10 and adds any Initiative modifiers. High roll moves and attacks first in Main phase. Next highest roll moves and attacks second in Main phase, and so on. Reroll ties. Get +3 to roll if you are diving out of the sun. Get +10 to roll for first turn surprise.

MAIN PHASE During Main Phase every flier gets to move and attack.

RATE OF FIRE Weapons with a ROF of 1 can be used once per turn. Weapons with a ROF of 2+ can be used up to that many times per turn. A ROF of ½ can be fired once every other turn. A ROF of 1/3 can fire once every third turn. For fractional ROF's it is assumed the rider is spending the time in between Shots actively reloading. If the rider is making other attacks the reloading time must be made up.

MOVING Keep track of each fliers current speed. Speed is measured in inches per turn. Keep track of each fliers current altitude.

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Altitude is measured in inches above the table. Use counters to indicate altitude and speed. Maximum altitude is 3 feet above the table. Keep track of the fliers forward facing. (the miniature has this function) See the Mount Stat section for rules on accelerating, turning, etc. Flyers may attempt to increase their value in any stat +1 at the risk of losing control. At the beginning of his move roll 1D8: On a roll of 1-3 the Flier loses control. A flier out of control cannot attack during his move. Mounts that cannot hover have a minimum speed = 1. If forced speed = 0 for any reason, the mount stalls and falls.

ATTACKING A flier may attack at any point during his move. Keep track of ammo used, spells used, and current Hit Point totals. To attack line of sight must not be blocked. Flyers block line of sight. Attacks hit on a roll of 6-10 on 1D10. Add attackers bonuses to hit. Subtract defenders dodge bonuses. If the attack hits roll 1D8: On a roll of 1-6 the attack hits the Mount. On a roll of 7-8 the attack hits the Rider. If there are multiple riders on a mount pick one at random. Some mounts completely enclose their riders: subtract 1 from roll. If there is a hit, roll a number of 1D6 equal to the weapons damage stat. This is the number of Hit points the target loses. Targets reduced to 0 hits are killed/destroyed. Subtract the targets armor stat from the damage inflicted. Some attacks do not do damage but have other effects. Targets of Bombs must be under the attacker. Every time a flyer is hit the rider will fall on a roll of 1 on 1D6. A hovering flyer is +1 Tohit and -1 Dodge.

ATTACKS FROM BELOW Flyers cannot attack targets greater than 3 inches above them. Attacks at targets 1-3 inches above the attacker are at 3/4 listed range.

ATTACKS FROM ABOVE Weapon Ranges are reduced as follows if attacking a target at a lower altitude: Height above target Range is % of Listed 1-3 inches 1.00 4-6 inches 0.50 7-9 inches 0.25 9+ 0.00

SPELL ATTACKS Spell attacks must hit their target like any other attack. If they hit some spells then allow a 'Magic Save'. Roll 1D8: On a roll of 1-6 the spell takes effect. On a roll of 7-8 the spell does not take effect. Add the defenders Magic resistance to the roll.

WEAPON FIRING ARCS Mounted Weapons of size 1 have a firing arc of 90 degrees.

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Mounted Weapons of size 2 have a firing arc of 60 degrees. Mounted Weapons of size 3+ have a firing arc of 30 degrees. Most mounted weapons will be positioned forward facing. Hand Weapons and spells attacks can be made in any direction. Attacks with a range of "Adjacent" means the figs must be touching.

FALLING Some attacks will result in the target mount or rider (or both) falling. Figures that fall will hit ground at the end of the turn. Roll 1D6: Rolls of 6+ will cause death. Add 1 per inch fallen. Subtract 1D6 if landing on "soft" ground or water. Another flyer may, as its move, attempt to catch the faller. Roll 1D10: 1-5 do not catch flyer. 6-10 catch flyer. Add 1 if catching a rider. Subtract 3 if the target is petrified Add catchers Speed and Maneuverability stats. Subtract 9. Subtract 1 if above the faller. Add 3 if below. Subtract 2 if the faller is heavier than the catcher. A Flyer carrying a Mount has its Speed and Maneuverability stats reduced to 1. Riders may be equipped with parachutes: They fall 2 inches the first turn, and float down 1 inch per turn thereafter.

POISON ATTACKS If the attack hits roll 1D8: 1-2 No Effect 3-4 Roll again at the end of next turn. 5-6 Sick: Target is -2 to all rolls for the rest of the battle. 7 Paralyzed: Target cannot do anything for the rest of the battle: Will fall. 8 Death: Will fall. For stink bombs, disease, & flatulence the result is automatically: sick. If it hits the contents of the bag of scorpions gets 1 attack each turn for 1D6 turns. Nonliving mounts are immune to poison. Arrows may be coated with poison.

RAM ATTACKS Units may ram. Ramming attacks are +1 Tohit. If it's a miss the attacker moves past the target. If it's a hit the defender takes damage = 1D6 + the current speed of the rammer. Blunt rams and Piercing rams also add the speed of the rammer. The attacker takes 1D6 damage.

GRAB ATTACKS The attacker grabs the target. The target cannot move (except to get closer to the attacker) or attack until it breaks free or is dropped. If the attacker moves the grabbed target moves with it. To break free roll 1D6 at the end of the turn: 1-2 hold not broken. The grabber may move and do damage next turn. 3-4 hold not broken. The grabber may not move but may do damage next turn. 5-6 the target breaks free. Each turn after the first the attacker may automatically inflict 1D6 hits of damage. A Flyer grabbing a Mount has its Speed and Maneuverability stats reduced to 1.

PETRIFICATION, GAZE, FREEZE, PARALYZE ATTACKS 865

If the attack hits the defender gets a Magic Save just like in the Spell attack section. If the defender fails its save, it is immobilized, and will fall. For gaze attacks the attacker and defender must be facing each other. These attacks have no effect on nonliving targets.

STUN ATTACKS If the attack hits roll 1D6: On a roll of 4 or higher the target loses its next attack.

WEB & NET ATTACKS If the attack hits the target is entangled. Roll 1D6: 1-2 the target cannot attack 3-4 Target flyer Speed and Maneuverability stats reduced by 1 each 5 Target flyer Speed and Maneuverability stats reduced to 1 6 Target falls The target may attempt to break free of the webs. Roll 1D6 at the end of the turn: 1-3 still entangled 4-6 the target breaks free. Web and net attacks include bolas, goo guns, and lassos.

MESMERIZE ATTACKS The attacker and defender must be facing each other. If the attack hits the defender gets a Magic Save just like in the Spell attack section. If the defender fails its save, it misses its next attack and must hover or fly at its slowest speed. Nonliving targets are unaffected.

FEAR ATTACKS The attacker and defender must be facing each other. If the attack hits the defender gets a Magic Save just like in the Spell attack section. If the defender fails its save, it misses its next attack and must fly away at top speed. Nonliving targets are unaffected.

SMOKE & GAS This action produces a 1 inch diameter 'cloud' of smoke, gas, etc. If the to hit roll is missed place the cloud next to the target. A target is not required. Smoke, Bubbles and ink jets block line of sight. If a flyer moves through gas or spores roll on the poison attack table. If a flyer moves through mines or bombs it will be hit on a roll of 1-3 on 1D6. Gas Clouds, Ink jets, Bubbles and Parachute bombs fall 1 inch per turn. Smoke rises 1 inch per turn. Balloon mines do not move.

FIRE & ACID ATTACKS If hit by a fire or acid attack roll 1D8 at the end of the turn: 1-4 Fire extinguished, Acid neutralized. Do not roll again next turn. 5-6 Smoldering, burning: Take 1 hit point of damage: roll again next turn. 7-8 Burst into flames: Take 1D6 hit point of damage: roll again next turn. Subtract 3 if doused with water. Subtract 1 if trying to extinguish fire without water. (Cannot attack)

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Catapult missiles and arrows may be set on fire.

BREATH WEAPONS Roll 1D6 to see which type of Roll Type Range 1 Fire 5 2 Frost 4 3 Lightning 6 4 Poison Gas 3 5 Steam 3 6 Acid 3

breath weapon the mount has: Tohit ROF Dam Ammo +1 1/3 3 U +2 1/3 1 U 1/3 2 U +2 1/3 0 U +2 1/2 1 U +2 1/3 2 U

Type F F F F F F

Notes Fire Freeze Stun Gas

Type F 360 F F F F F F 360 F 360 360 F 360 F F F R 360 R

Notes Stun Poison

Acid

SPECIAL ATTACKS BY MOUNTS Type Range Tohit ROF Sonic Blast 4 +1 ½ Sting 1 1 Bite A 1 Hooves A 1 Venomous Bite A 1 Beak A 1 Talons A 1 Claw A 1 Tail Spike 5 ½ Horn A 1 Poisonous Tentacles 2 1 Tentacles 2 +1 1 Mesmerize 4 1 Electrical Sting 1 ½ Gaze 4 -2 1 Web 4 1 Fear Attack 5 1 Flatulence 3 +2 ½ Disease 1 +1 1 Ink Jet Defense 3 1/3 F = Attack is into the forward 180 degree arc R = Attack is into the rear 180 degree arc 360 = Attack can be made in any direction A = Adjacent

Dam 1 1 2 1 1 2 2 2 2 2 1 2 0 1 0 0 0 0 0 0

Ammo U U U U U U U U 4 U U U U U U U U 8 U 8

Cap 2 1 3 2 2 2 2 2 3 3 3 4E 3 2 2 2 2 4

Notes Sonic Blast Attack

Poison

Poison Grab Mesmerize Stun Petrify Web Fear Gas Disease Gas

MOUNT LIST Type Bat Dragon Fly Flying Fish Butterfly Wasp Bee Flying Squirrel Winged Snake Katydid Skiff Metal Disk Crystal Orb Kettle Pot Gryphon Manticore Wyvern Magic Carpet Contraption

Speed 7a 7a 5a 4a 7a 4a 6a 6a 7a 4 4 5 3 6a 5a 6a 7 4

Mnvr 5 5H 2 3 5H 4H 5 5 1 3 4H 4H 2H 5 4 5 5H 2

Hits 20 15 25/1 10 15/1 15 20 30/1 25/1 20 30/1 20/1 30/2 30 35 25/1 15 30/1

Also: Moth Sting Attack Sting Attack Bite Attack Venomous Bite Attack Also: Grasshopper Also: Dinghy, Rowboat, Catamaran Also: Sphere, Cube, Pyramid Also: Goblet Beak & Talons Attack Bite & Claw & Tail Spike Attack

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Rocket 7 1 20 3 Balloon 1 1H 10 3 Dragon 6a 4 40/2 4 Bite & Claws & Breath Attack Fire Drake 7a 5 30/1 2 Bite & Claws & Breath Attack Biplane 6 2 15 3 Also: Triplane, monoplane Throne 5 5H 40/2 3 Skull 6 4H 30/1 4E Bite Attack Hang Glider 3 3 10 2 One Man Dirigible 2 2H 15 3 Gyrocopter 4 5H 15 4 Archimedes Screw 3 4H 15 2 Flying Machine 5 3 20/1 3 Wind Board 4 4 10 2 Also: Surfboard Cloud 1 1H 10 4 Insubstantial Bicycle 2 4 5 2 Saucer 5 5H 25/1 4 Narwhale 3a 3 20 4 Horn Attack Jellyfish 1a 2H 10 3 Poisonous Tentacles Attack Skeletal Dragon 6 4 30/1 4 Bite & Claws Attack Boulder 6 2H 40/2 4 Raft 1 1H 10 4 Sphinx 4a 3 30 3 Claws Attack Pegasus 5a 4 20 2 Hooves Attack Nightmare 6a 3 25 2 Hooves & Fear Attack Beetle 5a 4H 20/1 4 Squid 7a 2 20/1 3 Ink Jet Defense; Tentacle Attack Nautilus 4a 3H 30/1 4 Tentacle Attack; Mesmerize Attack Bird of Prey 6a 5 20 2 Beak & Talons Attack Shell 4 4H 20/2 3 Kite 4 3H 10 2 Roc (Rukh) 5a 2 35 4 Beak & Talons Attack Manta Ray 6a 4 25 3 Electrical Sting Attack Wind Spider 5a 5 15 3 Web & Venomous Bite Attack Flying Pig 4a 4 25 4 Gas Attack (Rear Arc) Chimera 5a 4 30 2 Bite & Horn & Breath Attack Peryton 7a 5 20 2 Horn & Claw Attack Mini-Sub 4 2H 30/2 4E Jules Vern Style Cockatrice 4 4 15 2 Gaze Attack Chariot 4 3 25/1 4 Also: Sled, Carriage, Wagon, Cart Albatross 4 4 20 4 Pterodactyl 5 4 20 3 Bite Attack Plague Fly 5 5 15 2 Disease Winged Tiger 5 3 30 2 Bite & Claw Attacks Jabberwocky 4 2 25/1 3 Beak & Talon Attacks Mechanical Bird 7 5 20/2 2 Beak Attack Ornithopter 6 4 15 3 Winged Centaur 5 4 15 2 Hooves & Hand Weapon Attack Flying Unicorn 6 5 15 2 Hooves & Horn Attack Steam Engine 3 2 35/2 4 Archaeopteryx 4 4 20 2 Beak Attack a = the mount is alive. E = enclosed rider. H = the mount can hover. Hits column notation (x/x): Hits/Armor Cloud Mounts can only be damaged by elemental attacks. Wild and intelligent mounts do not require a rider.

RIDER RACE LIST Race Human Elf Dwarf +1 Gnome

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Size 1 1 1 ½

Speed

Mnvr

Hits 10 8 12 8

Notes +1 on Tohit rolls; +1 spell Hand Weapons +1 damage, Magic Resistance

Halfling ½ 6 Goblin ½ 7 Kobold ½ 5 Orc 1 10 Lizardman 1 12 Armor +1 Zombie 1 12 Regenerate 1 Hit point per turn Ogre 2 20 Armor +1, Initiative -1 Giant 3 30 Armor +2, Initiative -2 Hawkman 1 6 5 9 Succubi 1 6 5 11 Sprite ½ 7 5 4 +1 spell Demon 2 6 5 17 Armor +1 Gargoyle 2 4 5 16 Armor +3 Djinn 2 7 5 19 +3 Spells Golem 2 25 Armor +3, Initiative -2 Simian 1 12 Hand Weapons +1 damage and +1 range Catman 1 7 Dodge +1, Initiative +1 Beastman 1 12 Forsyth 2 15 4 armed humanoids Octopoids 1 8 +2 spells Siren 1 6 Mesmerize attack Naga 2 14 Sting attack Imp ½ 7 5 3 +1 spell Mantis Man 2 13 Armor +1, Initiative +1, Claw Attack Gremlins 1/4 2 Cannot use hand weapons Size = 1 flyers are normal size. Size = ½ flyers are small size. Hand Weapons do -1 damage and get -1 range. Size = 2 flyers are normal size. Hand Weapons do +1 damage and get +1 range. Size = 3 flyers are normal size. Hand Weapons do +2 damage and get +2 range. Each rider can hold/carry a fair number of hand weapons/ items. A reasonable number of extra hand weapons can be stored on the mount. Riders may carry shields: Negate an attack that hits the rider on a roll of 1-2 on 1D6. Riders may wear helmets: Armor +1 and Initiative -1. Leather Armor: Armor = 1, Chain Mail: Armor = 2, Plate Armor = 3

RIDER CLASS LIST Class Notes Knight Fighter, Plate Armor, Hits +2D6 Warrior Fighter, Chain Armor, Hits +2D6, Initiative +1 Rogue Hits +1D6, Dodge +2, Tohit +1, Initiative +1 Soldier Hits +1D6, Fighter, Chain Armor, Dodge +1 Wizard Spells +2D6, Magic Resistance +1 Cleric Spells +1D6, Chain Armor, Hits +1D6 Barbarian Fighter, Hits +3D6, Magic Resistance +1 Amazon Fighter, Hits +1D6, Dodge +1, Initiative +1 Archer Hits +1D6, Tohit +2 For Fighters hand Weapons do +1 damage.

RIDER EXPERIENCE TABLE 1 Hits +1D6 2 +1 damage with hand weapons 3 Initiative +1 4 Tohit +1 5 +1 Spell 6 Magic Resistance +1 7 Dodge +1 8 Mount gets +1 Speed 9 Mount gets +1 Maneuverability 10 Tough: Armor +1 Roll 1D10 on this table to beef up riders and make them extra heroic.

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SUPERIOR MOUNT TABLE 1 Hits +1D10 2 Magic Resistance +1 3 Capacity +1 4 Speed +1 5 Maneuverability +1 6 Armor +1 Roll 1D6 on this table for meaner mounts.

WEAPON LIST Name Acid Sprayer Gasser Stink Bomb Poison Dart Cast Net Weighted Net Lasso Mechanical Claw Incendiary Bomb Hand Grenade Horn of Blasting Flame Thrower Fire Ball Gun Lightning Globe Caster Freeze Ray Rocket Trebuchet Scorpion Ballistae Short Bow Long Bow Great Bow Arquebus Catapult Bombard Swivel Gun Javelin Dagger Harpoon Gun Trident Throwing Disk Thunder Hammer Boomerang Vortex Gun Blunderbuss Sniper Rifle Musket Hand Axe Gatling Gun Star Caster Pelter Needler Crossbow Repeater Pellet Gun Dart Gun Blow Gun Goo Gun Bag of Scorpions Web Shooter Net Gun Ball and Chain

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Range 4 3 3B 5 3 1 4 2 1B 4 5 5 8 7 6 20 19 10 13 8 10 12 6 15 17 10 1/7 A/3 10 1 5 A/5 5 12 4 15 8 A/5 9 7 6 5 8 7 6 4 5 2 4 6 1

Tohit +2 +2 -2 +2 +2 +2 +2 +1 +2 -1 -2 -1 -1 +2 +1 +1 -1 -1 +1 +1 +2 -

ROF 1 1 1 1 1 1 ½ 1 1 1 1/2 1 1/3 1/2 1 1 ¼ ½ 1/3 1 1 1 ½ 1/3 ¼ ½ 1 1 1/2 1 1/2 1/2 1/2 1/3 1/2 ½ 1 1 3 3 4 3 2 2 1 ½ ½ 1 ½ ½ 1

Dam 1 0 0 0 0 0 0 0 4 2 1 2 3 2 1 9 6 3 4 1 2 3 2 5 7 3 2 1 3 2 1 2 1 1D6 1 2 1 2 2 1 1 0 2 1 2 0 0 0 0 0 2

Ammo 6 4 1 6 1 1 U U 1 U U 4 U U 7 1 4 8 6 20 16 12 9 6 5 15 U/3 U/1 5 U R U/R R 5 6 9 12 U/2 12 15 32 21 20 14 10 7 5 1 6 5 U

Type M M B H H B H2 M B H H/M M M2 M2 M M M3 M M2 H2 H2 H2 H2 H2 M3 M H H M H H H H M2 H2 H2 H2 H M2 M M2 M M M M H2 M H M M H

Notes Acid Gas Gas Poison Net Net Net Grab Fire Stun Fire Fire Stun Freeze

Grab

Poison Poison Poison Web Poison Web Net

Lance 2 1 3 U H Pike 3 1 3 U H2 Spear 2/6 1 2 U/1 H Halberd 2 1 3 U H2 Sling 6 -1 ½ 1 9 H Sling Staff 8 -1 ½ 2 8 H2 Bubble Projector 4 +1 1 0 6 M Grappling Hook 5 ½ 1 1 H2 Inferno Bomb 1B 1 8 1 B Boiling Oil 1B +2 1/9 2 1 M Circular Saw 1 1 3 U M Chain Saw 1 1 2 U M Blunt Ram A +1 A 2 U M Piercing Ram A +1 1 3 U M Banshee in a Bottle 3 +4 1 1 U H2 Shot Put 3 1 1 6 H Steam Cannon 14 1/6 6 5 M3 Organ Gun 9 +2 ¼ 2 5 M Tessla Coil 11 -1 1/3 3 U M Smoke Generator 1 1 S 20 M Whip 2 1 1 U H Cat-o-nine-tails 1 +1 1 2 U H Bola 5 ½ 1 2 H Rocket Spear 13 -1 1/2 4 3 M Horseshoes 4 1 1 4 H Spore Caster 3 1 0 5 M Balloon Mines 1 1 1 8 B Parachute Bombs 1 1 1 12 B Spit in the Eye 2 -2 ½ 0 U Molotov Cocktail 3 1/2 2 3 H2 Flintlock Handgun 5 1 2 7 H Crossbow Pistol 4 1 1 9 H Sword (short HTH weapons) A 1 2 U H Onager 14 -1 ½ 1 14 M Jettison 4 +1 ¼ 3 1 M Drill 1 1 2 U M ROF = Rate of Fire. Ranges are in inches. If range is indicated by x/x the first value is hand-to-hand, the second is B = The weapon is a bomb. U = Unlimited Ammo H = Hand weapon (1 handed) H2 = Hand weapon (2 handed) M = Mounted weapon. Size =1 M2 = Mounted weapon. Size =2 M3 = Mounted weapon. Size =3 R = Returns to Thrower

Bubbles Grab Fire Fire

Grab Stun

Stun Smoke Net Spores Stun Fire

thrown.

SPELL LIST Petrify - Range = 4. Target suffers 'Petrify' effect. Target may save. Paralyze- Range = 4. Target suffers 'Paralyze' effect. Target may save. Death- Range = 4. Target suffers 'Death' effect. Target may save. Fear- Range = 4. Target suffers 'Fear' effect for 1D6 turns. target may save at end of every turn. Lightning- Range = 10. Damage = 3. Target suffers 'Stun' effect. Fireball- Range = 6. ToHit +2. Damage = 4. Target suffers 'Fire' effect. Disintegrate- Range = 4. Target suffers 'Death' effect. Target may save. Web- Range = 4. ToHit +2. Target suffers 'Web' effect. Target may save. Cold Blast- Range = 4. ToHit +2. Damage = 1. Target suffers 'Freeze' effect. Target may save. Counter- Target incoming spell negated. Reflect - Target incoming spell targets its caster. Heal- Cast on self or friendly target within 1 inch. Target heals 3D6 lost hit points. Deflect - Pick new target for incoming spell.

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Ice Shards- Range = 6. Get 5 attacks of Damage = 1 each. Ice Ball- Range = 8. Damage = 2. Target suffers 'Freeze' effect. Target may save. Illusions- Creates an imaginary flyer within 5 inches. Opponents in range attack illusion on a roll of 1-3 on 1D6. Illusion lasts until hit. Moves like mount it resembles. Invisibility- Cast on Self or friendly flyer within 3 inches. Flyer is -3 to be hit. Invisibility lasts 1D6 turns or until flyer is hit. Acid- Range = 2. ToHit +2. Damage = 3. Target suffers 'Acid' effect Flying- Cast on self or friendly rider within 1 inch. Target can fly for the rest of the battle. Speed = 4. Maneuverability = 3. Gas Cloud- Creates a 3 inch diameter poison gas cloud within 6 inches of caster. Mesmerize- Range = 4. Target suffers 'Mesmerize' effect for 1D6 turns. target may save at end of every turn. Winds- Self or flyer within 5 inches gets acceleration +1D6 this turn. Force Field- Self or flyer within 4 inches gets Armor +6 for 1D6 turns. Curse- Range = 4. Target gets -1 to all rolls for the rest of the battle. Blessing- Self or Range = 2. Target gets +1 to all rolls for the rest of the battle. Teleport- Self or Range = 2. Move target to any location on the map Tornado- 10 inches tall. 1 inch in diameter. Starts next turn within 5 inches of caster. Can move 1D6 inches per turn. Caster controls movement. Lasts 1D6 turns. Mounts within 1 inch take 1D6 damage. Black Sphere- 1 inch in diameter. Starts next turn within 5 inches of caster. Speed = 4 Maneuverability = 3. Caster controls movement. Lasts 1D6 turns. Make Ramming Attack. If hit, flyers save vs magic or are annhiliated.

MAGIC ITEMS. Items can take many forms: Weapons, armor, staves, wands, jewelry, rings, etc. Power items: Mimic a spell and have 1D6 charges. Personal items: Mimic a result of the rider experience table. Work continuously.

OBSTACLES Clouds- Block line of sight. Determine diameter and height. Winds- Increase acceleration +1 in one direction and decrease it in the opposite direction. Rain- No fire results. All ToHit rolls at -1 Solid Earth- Mountain Peaks, Cliffs, Towers, Floating Cities, Bridges Larger Flyers- Ships, Barges, Leviathans, Ancient Dragons, Hulks

OPTIONAL RULES: HEX MAPS Convert inches into hexes. Replace the Turn Radius stat with the MTR (Move Turn Ratio) stat. Maneuverability Level MTR Very Poor 1 4 Poor 2 3 Average 3 3 Good 4 2 Very Good 5 2 Very Good-2 6 1 Very Good-3 7 1 Very Good-4 8 ½ The MTR is the number of hexes the flyer must move forward before turning 1 hex face. All Mounted Weapons have a firing arc of 60 degrees. Flyers in adjacent hexes are considered to be at range = 1 or adjacent depending on the attack mode of the attacker.

OPTIONAL RULES: TWO-DIMMENSIONAL PLAY 872

Ignore Climb, Dive, and Altitude stats and rules. For bombing purposes, if 2 flyers occupy the same space, the flyer that entered the space last is considered to be at the higher altitude. Otherwise, consider all flyers and obstacles to be at the same altitude.

SAMPLE SCENARIO: WIZARDS RUN A small group of Adventurers on a quest are ambushed by motley band of Sky Pirates. The wizards get a minor victory if they make it off the end of the map. The Wizards have 3 Flyers: Rider: Ezerus the Arcanus Class: Wizard Race: Human Spells: 5 Items: Hail Machine (Ice Shards, 6 charges), Dragon Scale Suit (Armor = 5) Mount: Flying Machine with Lightning Globe Caster Rider: Sheva the Enchantress Class: Wizard Race: Sprite Spells: 3 Items: Wand of Illusions (Illusions, 3 charges) Mount: Butterfly with Web Gun Rider: Favian the Adept Class: Knight Race: Human Items: Sword, lance and shield Mount: Chimera with Horn of Blasting .......... The Sky Pirates have 4 Flyers: Rider: Captain Churl Class: Warrior Race: Orc Items: Hand Axes and Lasso Co-pilot (Gunner/Loader): Mawgi Class: Soldier Race: Kobold Items: Hand Grenades and Daggers Mount: Flying Pig with Catapult Rider: Lobo Class: Warrior Race: Lizardman Items: Spear and Shield Mount: Pterodactyl with Weighted net and Pellet Gun Rider: Grock Class: Rogue Race: Beastman Items: Whip Mount: Bat with Flame Thrower Rider: Scagg Class: Archer Race: Goblin Items: Short Bow Mount: Dragon Fly

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FANTASY HEROES INTRODUCTION Card Game. Fantasy conquest made simple.

THE DECKS There are 2 decks, the Territory deck, and the Battle deck. The Territory deck has 15 cards. There are 5 types of territories: Castles, Mountains, Towers, Forests, and Swamps. The Territory deck has 3 cards of each. The Battle Deck has 60 cards. There are 4 types of Battle cards: Heroes, Minions, Artifacts, and Spells. The Battle Deck has one of each of the cards listed in the Card Lists under these four headings.

OBJECTIVE Control all of the territory cards.

SETUP Each player gets 4 territory cards dealt randomly from the territory deck. After setup the territory deck is no longer used. All players draw a card from the battle deck. The player who draws the highest BV or AV score goes first. The next highest goes second, and so on. Redraw in case of ties. Each player starts with 7 cards.

TURN SEQUENCE Players take turns. Each turn has 2 phases: 1. Draw Phase 2. Attack Phase

DRAW PHASE Draw 3 cards. You may have a maximum of 7 cards in your hand. If you ever have more than 7 cards at the end of a phase, discard the excess cards. If the deck runs out, shuffle the discard and continue play.

ATTACK PHASE If you have a hero in your hand you may attack. If you don't want to attack you may skip this phase. If you want to attack, pick one of your opponents territories to be the target of your attack. Play one of your heroes face up on the table. You may also play one artifact card. You may also play one or more Minion cards whose territory matches that of the attacking hero. For example: A barbarian may have a Giant as a minion, but not a vampire. You may also play one or two spell cards if allowed.

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Each hero has a spell level of 0, 1, or 2. This is the number of spells the hero may cast during the battle. Add up the AV (Attack Value) of the Hero plus the BV (Battle Value) of all his minion, spell, and artifact cards. This is the "Total Attack Score." The Defender may play a Hero. The Defender may play one artifact card, only if he played a hero. The Defender may also give his hero spells according to the heroes spell level. The Defender may play Minion cards that match his heroes territory and the territory that is being attacked. The Defender may play Minion cards that match his territory that is being attacked even if he does not play a hero. Attacker and Defender may continue playing cards until they both pass. Add up the Defenders BVs and DV (Defense Value) to get a "Total Defense Score." Compare the total scores of the attacker and the defender. If the Attackers Score is higher, he gets to keep the territory card, and draws 2 cards. If the Defenders Score is equal or higher he keeps his territory card and draws 3 cards. All cards played during the battle on both sides are discarded.

TERRITORY CARD LIST Name: Castle Mountain Forest Tower Swamp

# 3 3 3 3 3

HERO CARD LIST Name Territory AV DV Spells Knight Castle 1 5 0 Castle Minions get +1BV Priest Castle 1 1 2 The Priest can negate one spell cast by opponent during the battle. Cleric Castle 1 3 1 +3 BV versus Swamp Minions Barbarian Mountain 6 3 0 Cannot use Artifacts Warrior Mountain 4 4 0 Shaman Mountain 3 1 1 Mountain Minions get +1BV Druid Forest 1 3 1 Forest Minions get +1BV Ranger Forest 2 4 0 +3 BV when battle at Forest Enchantress Forest 1 1 1 The Enchantress takes control of one opposing minion before totals are compared. Wizard Tower 1 1 3 Sorcerer Tower 3 1 1 The Sorcerer may use one non-tower minion. Rogue Tower 3 3 0 The Rouge steals one random card from his opponents hand when played. Warlock Swamp 1 3 1 +3 BV versus Forest Minions Necromancer Swamp 1 1 2 Swamp Minions get +1BV Lich Swamp 3 1 1 +3 BV when battle at Swamp

MINION CARD LIST 875

Name Territory BV Peasants Castle 1 Archers Castle 2 Pikemen Castle 3 Griffins Castle 4 Archangel Castle 5 Goblins Mountain 1 Orcs Mountain 2 Ogres Mountain 3 Trolls Mountain 4 Giant Mountain 5 Pixies Forest 1 Elves Forest 2 Dwarves Forest 3 Unicorns Forest 4 Dragon Forest 5 Gnomes Tower 1 Myrmidons Tower 2 Golems Tower 3 Djinn Tower 4 Demon Tower 5 Skeletons Swamp 1 Zombies Swamp 2 Swarm Swamp 3 Wraiths Swamp 4 Vampire Swamp 5 Notes: When played the swarm destroys

Special +1 BV if Defending Castle +1 BV if Defending +1 BV if Defending, -1 BV if Attacking +1 BV versus Swamp Minions & Heroes Discard a card to get +1 BV +1 BV if Attacking +1 BV if Defending Mountain Hero gets +1 Spell Level Hero gets +1 Spell Level +1 BV versus Mountain Minions Hero gets +1 Spell Level Opponent must discard one random card +1 BV if Defending Tower Negate one of opponents spells Hero gets +1 Spell Level +1 BV if Attacking Destroy level 1 Minion +1 BV at Swamp +1 BV versus Castle Minions one opposing minion of BV=1

ARTIFACT CARD LIST Name Rune Staff Celestial Sword Titans Armor Spell Shield Ring of the Magi

BV 5 4 3 2 1

Notes Draw one card when played AV +1 DV +1 Negate one of opponents spells during battle Hero gets +1 Spell Level

SPELL CARD LIST Name BV Effect Bless 0 All of your minions get +1 BV Cone of Cold 2 Opponent must discard one random card. Lightning Bolt 3 Destroy opponents Artifact. Fireball 3 All of your opponents Minions are -1 BV Disintegrate 5 Illusions X X = 1+ Casters spell level Invisibility 3 Petrification 0 Destroy one of opponents Minions. Charm 0 Take control of one of opponents Minions. Cataclysm 0 Destroy all Minions in battle so far. Scrye 0 Look at opponents hand. Fortune 0 Draw 3 cards. Summon 0 During battle use any Minion card in your hand. Wall of Fire 0 Your opponent may not attack you on his turn. Fly 0 You may make a second attack this turn. Notes: Play Fly after your first attack, if you have a second hero ready. Play Wall of Fire at the beginning of your opponents attack phase. Play Scrye and fortune at any time.

DESIGNERS NOTES For a short game, let the winner be the player with the most territories

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when the deck runs out.

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FANTASY SKIRMISH INTRODUCTION Board & card game for 2 players. Battle between two Fantasy Armies. Abstract skirmish level combat. Each figure represents a single hero, monster, or unit.

VICTORY You win if you kill all opposing units with Leadership Skill.

THE MAP Use an 8x8 chessboard.

FIGURES Use chits or miniatures to represent units.

ARMIES Pick which type of army you want. Currently available choices include: Dwarves, Orcs, Goblins, Elves, Feudals. Future additional lists may include: Barbarians, Undead, Hobgoblins

BUILDING YOUR ARMY Each Figure has a cost value. A standard army will be worth 150 points. An Army must include a Leader. A standard army must have 16 figs.

SETUP Each player places one unit on each square of his back two rows. Units may not stack.

THE CARDS Players share a 90 card common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Fate Phase Move Phase Attack Phase

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FATE PHASE Draw 3 cards. Max hand size = 5 cards. If the deck runs out, shuffle the discard and draw from it. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units. The move card has a number. This is the number of spaces the unit moves. Moves can be diagonal or orthogonal. Units cannot move through other units. “Knight” type move cards allow a unit to move like a knight in chess. The Knight move cards can only be used by units with a Move stat of 3+. Instead of moving just one unit in any direction, you have the option of moving up to three units forward the indicated number of spaces using a single move card.

ATTACK PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. The unit must have a Strength value equal to or greater than the value of the Attack card in order to use it. Attacks can be diagonal or orthogonal. The attack can be at a range equal to or less than the range stat of the attacking unit. Units with ranged attacks cannot attack over (through) other units. Each attack does one point of damage. A unit reduced to zero Hits is killed and removed from the board. Your opponent may play Defense cards to negate your attack. A unit that becomes immobilized cannot move, attack, defend or use SA's.

SPECIAL ABILITIES Most units have one special ability (SA). Discard a SA card to have a unit use its special ability. Some SA’s do not require a SA card to be discarded.

SPELLS A unit as its special ability may know one or more spells. Before the game starts, pick which spells the unit knows. Spells must be picked from that races Spellbook list. To cast a spell, just discard a SA card.

COMMON DECK CARD LIST NOTATION M = Movement A = Attack D = Defense N = Negate Move SA = Special Ability Str = Strength # = Number of that card in the deck Type = Purpose of card

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COMMON DECK CARD LIST Card Name: Move 1 Move 2 Move 3 Move 4 Move K Attack 1 Attack 2 Attack 3 Attack 4 Attack 5 SA Defend Negate

# 10 8 6 4 2 8 7 6 5 4 20 5 5

Type M M M M M A A A A A SA D N

Notes move unit exactly 1 space move unit exactly 2 spaces move unit exactly 3 spaces move unit exactly 4 spaces move unit as a Knight unit with Strength 1+ may attack unit with Strength 2+ may attack unit with Strength 3+ may attack unit with Strength 4+ may attack unit with Strength 5+ may attack Unit may use its Special Ability Negate Attack card played by opponent Negate Move card played by opponent

UNIT SPECIAL ABILITIES LIST Attack = The unit may discard a SA card (instead of an Attack card) to make an attack. Shield = The unit may discard a SA card (instead of a Defense card) to negate an attack on itself. Martyr = The unit may discard a SA card to take the damage directed at an adjacent unit. Slay = The unit does 2 points of damage instead of one. Leadership = All adjacent units get a Strength value of +1. Berserk = The unit may make an additional attack each turn. Spells (X) = The unit knows X number of spells. Throw = The unit may discard a SA card to make an attack of a range of exactly = 2. Explode = The unit may discard a SA card to kill itself and do 1 damage to all adjacent units. Regeneration = The unit may discard a SA card to regain one lost hit. Scout = If adjacent to an enemy unit, the unit may discard a SA card to look at your opponents hand. Indirect Fire = The unit may make ranged attacks over other units. Trample = The unit may continue to move after attacking. Ride = The Unit may move twice per turn Net = Target of range = 2 is Immobilized for 3 turns.

DWARF ARMY LIST Cost 9 11 8 10 7 7 8 7 9 7 8 12 12 10 14 7 6 11

Unit Name Troll Slayer Giant Slayer Crossbows Gunners Clansmen Axers Berserkers Runner Longbeards Hammers Shield Bearers Champion Dwarf Lord Rune Lord War Machine Powder Keg Adept Steam Cannon

Move 2 2 2 2 2 2 2 3 2 2 2 2 2 2 4 3 2 1

Hits 2 3 1 1 1 1 1 1 1 1 2 3 3 2 4 1 1 1

DWARF SPELL BOOK 880

Range 1 1 3 3 1 1 1 1 1 1 1 1 1 1 1 1 1 5

Str 3 4 2 3 2 2 3 1 2 2 1 4 3 2 4 1 1 3

Special Ability Slay Slay None Attack Shield Throw Berserk Scout Leadership Attack Shield, Martyr Attack Leadership Spells (3) Trample Explode Spells (1) Indirect Fire

Spell Thunder Stone Skin Mend Sharpness Lore Petrify Stone Rain

Notes: Attack with range of exactly = 4 Self or adjacent unit gets Shield Ability for 4 turns Restore one lost hit to self or adjacent unit Self or adjacent unit gets Attack Ability for 4 turns Look at next 7 cards in the deck Range = 4. Target immobilized for 4 turns Indirect Attack with range of exactly = 4

ORC ARMY LIST Cost 9 9 7 9 15 10 6 11 7 6 16 13 10 10 11 10 7 8

Unit Name Assassin Archers Scimitars Spy Chieftain Shaman Hedge Wizard Boar Riders Spears Clubbers Ogre Troll Catapult Black Orcs Champion Half Orcs Guards War Drums

Move 3 3 2 4 3 2 1 4 2 2 3 3 1 3 3 3 2 1

Hits 2 1 1 1 3 2 1 2 1 1 4 3 1 2 3 1 1 1

Range 1 3 1 1 1 1 1 1 1 1 1 1 5 1 1 3 1 1

Str 2 1 2 2 4 3 1 2 2 1 5 4 2 3 3 2 2 1

Special Ability Slay Attack Attack Scout Leadership Spells (3) Spells (2) Ride Throw Martyr Throw Regenerate Indirect Fire None Berserk None Shield Leadership

ORC SPELL BOOK Spell Blood Rage Fire Ball Reattach Curse Poison

Notes: Self or adjacent unit gets Berserk Ability for 4 turns Attack with range = 4 Self or adjacent unit gets Regenerate Ability for 4 turns Range = 3. Target cannot use SA’s and is –1 to Move stat for 8 turns Self or adjacent unit gets Slay Ability for 4 turns

GOBLIN ARMY LIST Cost 8 9 6 9 9 7 8 9 10 12 10 11 7 11 11 6 7 7

Unit Name Move Raiders 3 Grenadiers 2 Irregulars 2 Witchdoctor 2 Alchemist 2 Spearchuckers 2 Fanatics 2 Shortbows 3 Gob Lobber 1 Wolf Riders 4 Hero 3 King 2 Cut Throat 3 Rocket Launcher 1 Bugbears 3 Net Casters 2 Infantry 2 Scouts 3

Hits 1 1 1 1 1 1 1 1 1 2 2 2 1 1 3 1 1 1

Range 1 2 1 1 2 1 2 3 5 3 1 1 1 5 1 1 1 1

Str 2 3 1 1 1 2 2 1 2 2 3 2 1 3 3 1 2 1

Special Ability Attack Explode Martyr Spell (3) Spell (2) Throw Berserk Indirect Indirect Ride Attack Leadership Slay Explode Attack Net Attack Scout

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GOBLIN SPELL BOOK Spell Summon Goblin Poisons Instability Evil Eye Hex Amulets Warflame

Notes: Put an irregular into play adjacent to caster Self or adjacent unit gets Slay Ability for 4 turns Self or adjacent unit gets Explode Ability for 3 turns Attack with range of exactly = 3 No unit may enter target empty square for 5 turns Self or adjacent unit gets Shield Ability for 4 turns Self or adjacent unit gets Leadership Ability for 3 turns

ELF ARMY LIST Cost 13 10 10 13 10 7 12 6 9 9 11 11 7 9 7 10 11 13 11

Unit Name Rangers Warriors Unicorn Elf Lord Arch Mage Mage Arch Druid Druid Riders Guardians Hunters Archers Spears Scout Swords Ballista Warrior Maiden Treant Great Eagle

Move 3 3 4 4 2 2 3 2 4 2 3 2 2 3 2 1 3 2 4

Hits 2 2 1 2 1 1 2 1 1 2 1 1 1 1 1 1 1 4 1

Range 4 1 1 1 1 1 1 1 1 1 3 4 1 3 1 5 1 1 1

Str 3 3 3 2 1 1 2 1 2 3 2 3 2 1 2 3 2 5 2

Special Ability Slay Attack Ride Leadership Spell (4) Spell (2) Spell (3) Spell (1) Ride Shield & Martyr Indirect & Scout Indirect Throw Scout Attack None Leadership Shield Fly, Ride, & Scout

ELF SPELL BOOK Spell Tangle Roots Healing Ways Energize Tree Meld True Aim Wild Winds Vision Pool

Notes: Range = 4. Target immobilized for 4 turns Restore one lost hit to self or adjacent unit Self or adjacent unit gets Berserk Ability for 4 turns Self or adjacent unit gets Shield Ability for 4 turns Self or adjacent unit gets Attack Ability for 4 turns Negate Attack made against self or adjacent unit Look at next 7 cards in deck

FEUDAL ARMY LIST Cost 7 6 14 10 8 9 11 10 13 15 9 7 8

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Unit Name Footmen Squire Knights Longbowmen Archers Crossbowmen Trebuchet Catapult King Nobles Wizard Magician Priest

Move 3 3 4 2 2 2 1 1 4 4 2 2 2

Hits 1 1 3 1 1 1 1 1 2 2 1 1 1

Range 1 1 1 4 3 3 5 5 1 1 1 1 1

Str 1 1 4 2 1 2 3 2 2 4 1 1 1

Special Ability Martyr None Ride & Shield Indirect Indirect None Indirect Indirect Leadership Leadership Spells (4) Spells (2) Spells (3)

8 7 8 8 8

Halberdiers Swordsmen Shieldmen Pikemen Rogue

2 2 2 1 3

1 1 2 1 1

1 1 1 1 1

3 2 1 4 1

Attack Attack Shield & Martyr None Scout & Slay

FEUDAL SPELL BOOK Spell Crystal Ball Blessing Holy Armor Smite Teleport Lightning Bolt Haste Sanctuary Dispell

Notes: Look at opponents hand Self or adjacent unit gets Attack Ability for 4 turns Self or adjacent unit gets Shield Ability for 4 turns Self or adjacent unit gets Slay Ability for 4 turns Self or adjacent unit transported to any empty Square Attack with range of exactly = 4 Self or adjacent unit gets Move +1 & Berserk Ability for 3 turns Negate Attack made against self or adjacent unit Negate Spell cast by opposing unit

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FARSCAPE THE CARD GAME by Peter Cobcroft ([email protected])

INTRODUCTION Multi-player Card game. Space Opera / Sci-Fi theme. Warp / Euchre type Format.

DISCLAIMER Farscape is a copyrighted, trademarked, licensed property. This is merely a fan site. Warning - this game contains spoilers for the entire series.

OBJECTIVE To have the characters with the highest scores by the time the series ends. The character with the highest score is deemed to be the 'star' of the series.

THE DECKS There is one common deck to draw from.

CARD RANDOMIZER UTILITY Click Here for randomizer.

CARD TYPES Character cards. Event cards. Character Exit cards. Play Change cards.

SETUP Each player receives 5 cards. The player in the blackest clothing goes first. Play proceeds clockwise.

TURN SEQUENCE Draw a card Play a card Obey any special rules on a card

GAME END 884

The game ends when the 'End of Season' card is played. Note - longer games can be played if four seasons are run. When the 'End of Season' card is played, reshuffle all cards and keep a running score.

MAXIMUM CARDS A player may not have more than five cards in their hand at the beginning of their turn, unless the rules have changed.

DRAW A CARD Unless the play rules have changed, a player only draws one card from the deck. If there are no cards left to draw from, reshuffle the discard pile and keep going.

PLAY A CARD Unless the play rules have changed, a player only plays one card from their hand. They may play it to the active area in front of them, or they may discard the card to the discard pile. Character cards are placed in front of the player whose turn it is. Event cards are placed on top of Character Cards and add to the score of the Character Card, they may also be played on other Event cards for a cummulative effect. Event cards can be played on other player's Characters. If doing so decreases MH or PH to zero, then the character and all events for that character are immediately discarded. Character Exit Cards are placed on top of all the Events of a particular Character (either yours or someone else's). Rotate the pile sideways - no further cards can be played on it. Character Exit cards can be played on another player's Character if legal. Play Change cards can never be discarded from you hand, and when played they take effect immediately. Place Play Change cards next to the discard pile, they are in effect until another card supercedes them.

CHARACTERS A character, when played, usually starts with 2 Mental Health (MH), 2 Physical Health (PH) and usually 1 in another characteristic (C, T, R, A). If either MH or PH is reduced to zero, the character is out of the game. Take the Character card, and any Event cards played on that character and put them in the discard pile. Event cards usually increase one of a character's four scores comedy, tragedy, romance or action. It is the sum of these scores that gives a character's final score. An Event card can only be played on another Event card or an un-Exited Character. Character Exit cards are played on a character so that they form a complete character journey, only when a character has had an Exit card played on them do they count towards your score when the game ends. Some Exit cards reduce your scores in certain attributes if they are played. If it reduces an attribute below 1, then it can not be played on that Character.

LEGEND C Character card E Event card X Character Exit card

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P Play Change card Tr Tragedy Co Comedy Ro Romance Ac Action MH Mental Health PH Physical Health Character Descriptor Notes: Abbreviation - Name:(Game Effect)Description: H - Hunted: A group is actively chasing you. E - Exiled: You may not go home. B - Betrayed: You were betrayed by someone you trusted. A - Authority:(+1 Tr)You once held a position of authority. M - Mistrust:(+1 Tr)Other character mistrust you. HA - Hidden Ally:One other character is loyal to you. UM - Ulterior Motives:You have your own agenda. N - Naive:(+1 Tr)You don't understand the universe as well as everyone else. MU - Mentally Unstable:(+2 Tr, -1 MH) You suffer from a mental illness. EU - Emotionally Unstable:(+2 Tr, -1 MH) You are childish.

CHARACTER CARD LIST Name: Pa'u Zotoh Zhaan Aeryn Sun Ka D'Argo Chiana Dominar Rygel XVI Commander John Crichton Captain Bilar Crais Scorpius SikozuSvalaShantiSugaysiShanu Pilot Joolushko Tunay Fento Hovalis Utu-Noranti Pralatong Stark Jothee Moya Talyn Lieutenant Braca Commandant Mele-On Grayza

Description: Delvian Priest Ex-PeaceKeeper Commando Luxan Warrior Nebari Thief Hynerian Royalty Human Scientist PeaceKeeper Captain PeaceKeeper Special Ops Kalish Biloid Pilot Interion Student Naïve Traskan Herbologist Banik Strykera Luxan Hybrid Leviathan Leviathan Hybrid PeaceKeeper Officer PeaceKeeper Officer

Notes: H B, E B E, H E, A E, N, H H, M, A UM, A, HA, M UM E, N N UM MU, UM EU, HA E EU, N, H A, UM, HA A, M

CHARACTER EXIT CARD LIST Name Martyrdom Martyrdom Martyrdom Martyrdom Betrayed and killed Settled down with own species Executed Unstable Running from awkward situation Unstable Spiritual quest Motives Switch Sides Court Martialled

EVENT CARD LIST 886

Description Zhaan (SIW:WFTW) Crichton (IP:IA) Crais (ITLD:WISC) Talyn (ITLD:WISC) Aeryn (DMD) Jool (WWL) Stark (TUT)

Notes -3 Tr -3 Ro -3 Ac Any -3 Ro -3 Co -3 Co

Jothee (SAL)

-3 Ac if not Emotionally

Stark (F)

-3 Tr if not Ulterior

Sikozu (BT) Grayza (WSS:LB)

Any -3 Ac if not Authority

if not Hunted if not Exiled if not Mistrust if not Betrayed if not Naive if not Mentally

Name Make friends w. useful skills Get secondhand equipment Unexpected holiday Joyful anomally Share personal tragedy Upgrade equipment Rescue unfortunate Start relationship Heal emotional damage Party Information on personal quest Make friends of own species Enemy becomes useful ally New power Reunited with lover Training New ship Presumed dead is returned Stripped Robbed Make new enemies Exploited Disturbing anomally Create personal tragedy Lose loved one Betrayed by rescuee Insanity Attacked by friend Loved one becomes enemy Mind read Captured Tortured Psychological torture Betrayed Possessed Dark secret revealed Dark secret faked Spacewalking/trapped in space Put on trial Petrified Beheaded Dismembered Time travel Tested Cloned Ac Dress in drag Farting Vomiting Urination Sneezing Spitting Nosepicking Mind control/Possession Self mutilation Jealousy Attempted suicide Fear Betrayal Hostage/Kidnapping Terrorism Murder Euthanasia Birth Child abuse

Description Crichton (P)

Notes +1 Ac +1 Ac Crichton (JC, TL), Aeryn (TL) +1 Tr, Crichton, Rygel, Chiana (TTLG) +1 Co, D'Argo (TGAS) +1 Tr, Crichton (TTBRC) +1 Ac All (BTBW) +1 Ac (PKTG, TF, OOTM, RA) +1 Ro (TTS), AS(TC), Z(MTB), BC(FT) +1 MH (LATP, SNS, WGFA) +1 MH (ACN, TL, AHR, THM, ITLD) +1 Ac (LATP,TF,VM,F,ACN,WWL,WSS:HTK) +1 Ro Crais (LGAM:PB), Scorpius (CBC) +1 Ac Chiana (LT) +1 Ac Crichton (F) +1 Ro (MAA) +1 Ac, D'Argo (SAL), Crais (FT) +1 Ac (SOD, ACN, TFS) +1 Tr Crichton (P) +1 Co Crichton (P), Natira (LGAM) +1 Tr JC (THM, LATP), Aeryn (P) +1 Tr P(DNAMS), KD, Z(TGIFA), J(SNS) +1 Tr Crichton (AHR, TTLG) -1 MH AS/JC(SAL,DWTB), C/KD(SOD) +1 Tr, JC(DMD), St(SIW:WFTW), C(TTS) +1 Tr (BABABTTF, DR, ABL, F) +1 Tr All (CDM) -1 MH J(EM), JC (TFAL, RA), KD (TFAL) +1 Tr Aeryn (R) +1 Tr (N, THM, WGFA, ISTFIA, THM) +1 Co, JC (often), (ISTFIA), AS(BHTB) +1 Tr, JC(often), Sc(WSS:HTK), BC(THM) +2 Tr, JC (WGFA), BC (TOBM), Z (PIYW) -2 MH Crais (FT), All (FT) +1 Tr JC(often), C (LT), BC (GEM) +1 Tr, Aeryn (TWWW) +1 Tr Aeryn (GEM) +1 Tr (TGAS,FT,LATP:IDIT,GEM,DWTB) -1 PH Zhaan (R:U/DALD), All (TUT) +1 Ac Crichton (LATP:IDIT) -1 PH Crichton (LATP:TMC) -1 PH Sikozu (CK, TS) -2 PH JC(BABABTTF), All (DD,K) +1 Co, Crichton (AHR), Crichton (UR) +1 Ac D'Argo, Chiana, Crichton (EM) +1 Co, JC (CBC, SNS), KD (CBC, UR) Rygel (many episodes) (LMST, LMST, TTLG, CBC) Rygel (TGIFA), Crichton (OOTM) All (BTBW, HOTR) R(P),JC(N),BC(THM),S(I,WSS:HTK) Rygel, Crichton (ABL, season 2, LT, APM) KD(IET,TGAS,VM),C(TTS),Sc(rods) KD(season3),JC(GEM),BC(season2) Jool (EM) often R(FT),BC(FT, R),Sc(Promises) (ISTIA,LGAM:WFLT,WSS,WWL:R) All (ITLD) (DR,HOTR,THM,ABL,CDM,TWWW,APM) Chiana (HOTR) Chiana/Moya/Talyn (FT) Scorpius (I)

+1 +2 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1

+1 PH +1 MH +1 MH

+1 MH

-1 MH

+1 Tr +1 Ac -1 PH, -1 MH -1 PH

+1 Tr, +1 Ac +1 Tr, +1 Ro, +1

Co Co Co Co Co Co Co Tr Tr Ro Tr Tr Tr Ac Ac Tr Tr Ro Tr

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Drugs Massacre Inter species Sex Same species Sex Adultery Carnal knowledge Fetish/Bondage Group sex Incest Rape Homosexuality/Bisexuality Masturbation Prostitution Nudity Specific trait emphasized character

(TGIFA,SNS,M),JC(DWTB,season4) Locals (DD) (LATP,AHR,M,SOD,I,LGAM) JC (RIB), AS (TWWW), R(F) D'Argo, Chiana, Jothee (SOD) (SOD, ACN, HOTR, K) (LGAM:WFLT, WGFA) (implied WGFA) Crichton/Leslie (implied WGFA) Rylana (I), (implied WSS:FA) (implied WGFA, OOTM), Chiana (OOTM) Chiana (implied, often) Zhaan (P, TFAL), Crichton (P) All (M)

+1 Co +1 Ac +1 Ro +1 Ro +1 Tr, +1 Tr, +1 Ro, +1 Ro, +1 Tr, +1 Tr, +1 Co +1 Co +1 Tr +1 Co Double

+1 +1 -1 +1 -2 -1

Ro Ro, -1 MH MH Co MH MH

highest stat of

PLAY CHANGE CARD LIST Name(Description) Notes: Body swap (All but JC(UR)) Move every un-Exited Character cards and events one player to the left Body swap (All but Z(OOTM)) Move every un-Exited Character cards and events one player to the right Wormhole (All (often)) Play reverses direction Wormhole (All (often)) Play reverses direction Quick Draw Players now draw +1 cards per turn Hidden Cache Players now draw +1 cards per turn Ambidextrous Players now must play +1 cards per turn Ambidextrous Players now must play +1 cards per turn Play whole hand Players must play all cards in their hand per turn Delete rule Discard one Play Change card Delete rule Discard one Play Change card Cliff Hanger (every season) Hand size is reduced by 1 Cliff Hanger (every season) Hand size is reduced by 2 Anticlimax Hand size is now 7 cards Virtual reality game (Chiana, Crichton (JQ))* End of Season The season ends * = Swap any of your un-Exited Characters for one other player's else's un Exited Characters, including all Events played on the characters.

LINKS FSTCG Live Journal Official Site Best episode guides Best trivia about episodes Best music videos and screen captures

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FAST GAME SYSTEM WARPSPAWN CONVERSIONS by Zak Meka Tac Conversion for Fast Game System (FGS) - Movement Meka movement capabilities are directly usable as Movement Points in FGS, with Large Meka being able to move 3MP and very fast ones having 8MP. Mekas are in HTH only if the relative counter is adiacent. - Combat Range conversion Same Sector (+2 to Hit): 1-4 range One Sector (+1 to Hit): 5-9 range Two Sector: 10-20 range Three Sector: 21-30 range Examples: - a Large Flamethrowers (range 3) can fire only in the same sector (with a +2 hit) - a Medium Missle Launchers (range 18) can fire up to two sectors of distance Bomb: effects all Mekas in the same sector Drop Troop Conversion for Fast Game System (FGS) - Movement Basic Movement is 4MP: Double Speed is 8MP Movement bouns malus must be considered as +/- MP. Example: the Reflex Augmentation Suit System gives +1MP. Jet Pack: 12MP. Units are in HTH only if the relative counter is adiacent. - Combat Range conversion Same Sector: 1-5 range One Sector: 6-12 range Two Sector: 13-24 range Three Sector: 25-40 range Four Sector: 41+ range

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FEDERATION INTRODUCTION Star Trek Theme. Module for the Warp Empires system. You must use the Warp Empires system to play this game.

DICE Six-sided dice are needed in this scenario.

MAP Over half the territories are empty space. Revenue generating spaces are planetary systems. Other territory types include: Supernovas: No entry possible. Nebulas: Ships must stop upon entering. Worm Holes: Allow instant transport to other Worm Holes.

VICTORY You win if you control over 60% of the systems on the map.

RACES Each player picks a race: United Federation of Planets Klingon Empire Romulan Star Empire Ferengi Alliance Cardassian Union Borg Collective

SETUP Each player starts with a Homesystem with 10 random units.

UNITS & ACTION DECK Players share a common Action deck and unit chit pile.

EXPLORATION PHASE Include an exploration phase after movement phase. When entering an unexplored system for the first time roll three six sided dice to determine The presence of Resources, Minor Races, and Enigmas. 1D6 Resources: Revenue: 1-2 Poor 1

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3-4 5-6 1D6 1-3 4 5 6 1D6 1-4 5-6

Moderate Rich Minor Race: No Minor Race Primitive Race Modern Race Advanced Race Enigmas: No Enigma Enigma

2 3 Revenue: +1 +2 +3

ENIGMA PHASE Include an Enigma phase after exploration phase. If the planet has an Enigma roll 1D6. Add +1 to the Enigma roll if the stack contains a Command ship or Science Vessel. On a roll of 5 the Enigma is solved. On a roll of 1-4 the Enigma causes unintended consequences. Roll 1D6 to see what they are: 1D6 Consequence: 1-3 The Exploring stack is destroyed. 4-5 The Exploring stack must retreat. 6 Roll again plus if there was a Minor Race Present, it is destroyed. A system cannot be controlled by diplomacy or conquest if it has an unresolved Enigma. If the stack is destroyed the Enigma remains and must be faced again. If the Enigma is solved, it goes away forever.

DIPLOMACY PHASE Include a Diplomacy phase after Enigma phase. If the newly explored planet has a Minor Race roll 1D6. On a roll of 6 or better, the race willingly joins your empire. If you roll a 1-2 the race will never join your empire through diplomacy. The Federation and Ferengi players get +1 to the Diplomacy roll. The Federation cannot conquer newly discovered Minor races, they can only use diplomacy. If a diplomacy attempt fails, you can try again next turn.

REVENUE PHASE Each system generates revenue equal to its: Resource type + Minor Race Type. If the system has no minor race, you must first build a colony. Terraformed Systems generate +1 Income. Homesystems generate 10 Revenue points per turn. Cardassians generate an extra point of revenue from Minor Races due to their oppressive rule of The subjugated race Borg generate an extra point of revenue from Minor Races due to their assimilation of manpower. Ferengi generate one less point of revenue from Minor Races because their control is based strictly on trade.

RECRUIT PHASE Units must start at your Homeworld, a Starbase, or a planet with a Shipyard. You may build colonies and shipyards and Terraform on systems other than your Homesystem at will. A system can have a maximum of 1 colony and 1 shipyard and 1 Terraform. A Minor Race Planet cannot be Terraformed. A system must first have a colony to have a functioning shipyard or to Terraform. A Starbase may be built in a non-system space adjacent to a system you control.

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BATTLE RULES Opposing stacks in the same space do not have to attack each other if they both declare that they are on Diplomatic missions. If the Borg win a battle (engagement) they get to keep and control (assimilate) half the enemy casualties. Treat Leaders like other units with respect to casualties. Players may attempt to conquer minor races. The Minor Race will generate 1D6 x 1D6 Force in its defense. When attacking a colony or Minor Race controlled by an enemy the defender will get +10 Force. (Garrisons, Planetary Defenses) When attacking a Homesystem controlled by an enemy the defender will get +20 Force. Klingons get +5 Force when battling at a system. Units in Battle adjacent to a friendly Starbase get +5 Force.

UNIT DECK Name Command Ship Strike Cruiser Warship Raider Scout Science Ship Legendary Commander Starbase

# 8 10 12 12 12 6 8 10

Move F M M F FF M No

F 10 8 6 4 2 1 10 20

Notes

Costs 2 Leader Costs 10

OTHER UNITS Type Control Markers Colony Markers Shipyard Markers Terraform Markers

Cost 0 6 5 10

RACE NOTES Federation: Shield Cards generate +5 Force Scanner Cards generate +5 Force Heavy Weapons Cards generate +5 Force (Photon Torpedoes) Special Card: Use as a Diplomacy, Peace treaty, Research, or Science Officer card Federation Leaders have +5 Force Klingons: Surprise cards generate +5 Force (Some Cloaking) Evasion Cards generate +5 Force (Fast Ships) Boarding Party Cards generate +5 Force (Hand-to-Hand Ferocity) Special Card: Use as a Warp card Klingon Warships have +1 Force Romulans: Surprise Cards generate +10 Force (due to espionage & Cloaking) Special Card: Use as an Espionage, Revolt, or Sabotage card Romulan Raiders have +1 Force Ferengi: Heavy Weapons Cards generate +5 Force (Federation Torpedoes) Shield Cards generate +5 Force Special Card: Use as an Increase Production, Steal, or Heavy Trade card Ferengi Strike Cruisers have +2 Force Cardassians: Phaser Cards generate +5 Force Strong Hull Cards generate +5 Force

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Special Card: Use as an Increase Production or Security card Cardassian Scouts have +1 Force Borg: Shield Cards generate +10 Force (Subspace Shields) Strong Hull Cards generate +5 Force (Quick Repairs) Special Card: Use as a Security or Boarding Parties card Borg Command Ships have +3 Force (Cubes)

ACTION DECK CARD LIST Card Name Warp Warp Fleet Phasers Shields Surprise Scanners Heavy Weapons Boarding Parties Strong Hull Diplomacy Science Officer Sabotage Raiding Espionage Reconnaissance Special Card Intelligence Security Peace Treaty Decoys Steal Warp Core Breach Increase Production Heavy Trade control Research Revolt Intercept Retreat

# 15 6 2 2 2 2 2 2 2 2 2 2 2 2 2 4 2 2 2 2 1 1 2 2

Notes Move 1 Stack Move 2 or 3 Stacks Battle: Each ship Gains Force +2 Battle: Each ship Gains Force +2 Battle: Gain Force +10 Get +1 on Enigma Roll or Battle: Gain Force +3 Battle: Gain Force +5 (Torpedoes & Disruptors) Battle: Gain Force +5 Battle: Gain Force +5 or negate one casualty Get +1 on Diplomacy Roll Get +1 on Enigma Roll Opponent must discard 2 Cards Opponent generates 5 less Revenue points this turn Look at opponents hand Look at target stack Specific to Race Steal one random card from opponent Negate an Espionage, Sabotage, Steal, or Recon card Opponent cannot attack you this turn Negate Target Move Take 2 revenue points from target player Battle: Opponent loses an extra casualty Gain 5 extra Revenue points this turn Gain 2 extra Revenue this turn per Minor Race you

2 1 2 2

Draw 2 cards Target System with Minor Race becomes neutral Move 1 Stack any time during opponents Move Phase Battle: Neither side suffers casualties

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FEUDAL LORDS INTRODUCTION Card Game for 2 + players. Each player is a medieval Noble trying to expand his Fiefdom and Glory at the expense of his neighboring warlords.

VICTORY Be the first to accumulate 50 Glory.

THE DECK Players share a common deck.

SETUP Each player starts Their Manor, which Each player starts Oldest player goes

with one land in play: generates 2 Gold per turn. the game with a hand of 7 cards. first.

TURN SEQUENCE Players take turns. Each turn has 7 phases: Gold Phase Glory Phase Land Phase Vassal Phase Fate Phase Event Phase Battle Phase

GOLD PHASE Income is in “Gold”. Your Lands/vassals generate Revenue this turn. You may buy the Kings Confidence Token this Phase. The Token costs 5 Gold.

GLORY PHASE Your Lands/vassals generate Glory this turn. If you control the Kings Confidence Token gain 1 additional Glory.

LAND PHASE Put one Land card from your hand into play in your domain.

VASSAL PHASE 894

Put Vassal & Company cards from your hand into play in your domain.

FATE PHASE Draw 2 cards from the deck. You may buy extra cards for 5 Gold each.

EVENT PHASE You may play one Event card from your hand.

BATTLE PHASE You may attack an opponent (Petty Wars). Players total the value of all cards they control with a Battle value. Players may play Battle Event cards to increase their Battle value. Other players may (ally) contribute vassals, companies, and battle events to either side. The player with a higher Battle total rolls 3D6. The other player rolls 2D6. The winner of the roll wins the Battle. The winner of the Battle gets to take one Land card from his opponent or plunder up to 6 gold from his opponent. The loser must discard one Battle card.

CARD LIST Card Name: Holy Day Crusade Peasant Revolt Tournament Kings Feast Court Intrigue Scutage Scandal Royal Hunt Pageantry Ransom Knights Harvest Market Day Merchants Guild Vineyard Farm Grazing Lands Village Destriers Toll Road Mine Tax Collector Falconry Herald Church Monastery Abbey Cathedral Master Craftsman Poet Troubadour Courtiers Advisor

# 4 2 2 2 1 4 2 2 2 2 2 2 2 2 2 6 4 4 1 1 2 1 1 2 4 1 1 2 1 1 1 6 1

Type: E E E E E E E E E E E E E L L L L L L L L V L V L L L L V V V V V

Cost 0 0 0 0 3 3 X 4 0 2 0 0 0 2 3 1 0 2 3 1 4 1 3 1 1 3 2 4 3 2 1 2 3

Notes: No Battles are allowed this turn Discard X Knights to gain 2X Glory Opponent collects no gold this turn Gain 1 Glory per knight you control Gain 6 Glory Gain 5 Glory Gain 1/2X Glory Opponent loses 7 Glory Gain 3 Glory & 2 Gold Gain 4 Glory Take 4 Gold from opponent Gain 3 Gold for each Farm you control Gain 1 Gold for each Land you control Gold = 1/Turn Gold = 2/Turn Gold = 1/Turn Gold = 1/Turn Gold = 2/Turn Gold = 2/Turn Gold = 1/Turn Gold = 2/Turn Gold = 1/Turn Glory = 1/Turn Glory = 1/Turn Glory = 1/Turn Glory = 1/Turn Glory = 1/Turn Glory = 2/Turn Glory = 1/Turn Glory = 1/Turn Glory = 1/Turn Glory = 1/Turn Glory = 2/Turn

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Patronage Champion Knight Hospitaler Knights Knights of the Templar Secular Knights Order Sergeantry Armored Infantry Foot Soldiers Archers Crossbowmen Yeomen Mercenary Company Breach Siege Relief Forces Concentric Castle Excommunicated Murder & Foul Deeds Treachery Thieves & Banditry Black Plague Inquisition L = Land E = Event V = Vassal B = Battle Event C = Company

1 7 1 1 6 2 4 6 4 2 2 4 4 4 2 4 1 4 1 2 2 1

V V C C C C C C C C C B B B B L E E E E E E

NOBLE RANK Lands 1 4 8 16

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Rank Vassal Knight Baron Earl Duke

Bonus Glory +0 +5 +7 +9

2 6 5 5 4 3 2 1 1 3 3 2 2 4 2 6 4 2 2 0 0 0

Glory = 1/Turn Battle = 7 Battle = 6 Battle = 6 Battle = 5 Battle = 4 Battle = 3 Battle = 2 Battle = 1 Battle = 3 Battle = 4 Battle = 3 Battle = 5 (Attacker only) Battle = 7 (Attacker only) Battle = 5 (Defender only) Battle = 6 (Defense only) Discard target Vassal Discard target Vassal Look at opponents hand & steal 1 card Opponent loses 4 gold Discard target Company/Land All players must discard one Vassal

FEYDEN WARP PLAY PREFACE Warp Play = Warpspawn Roleplaying. Roleplaying universe. Work in progress. Readers are encouraged to submit material.

INTRODUCTION Fantasy setting. Characters are miniature humans/sprites.

CHARACTERS Each player gets 1-2 traits.

CHARACTER TRAITS 1D10 1 2 3 4 5 6 7 8 9 10

Trait Healing Magic Divination Magic Warrior Ways Survival Skills Befriend Animals Wings Water Breathing Stealth Plant Magic Quickness

ENEMIES Ratlings The Alchemist Birds of Prey Snakes Predators Insects Fungoids Fire Sprites Witch Goblinoids Imps Humans

CHARACTER CLASSES Protector Guide Forester Inventor Healer

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FIEFS INTRO Medieval Dukes contest for gold and lands.

OBJECT The player with the most gold at the end of the game wins.

BOARD The board is a 3x3 grid. The Central square is the Palace. The 8 Surrounding squares are the lesser Fiefs.

DECK Players use a common deck. The deck contains 78 cards.

PIECES Use coins to represent Gold. Each player has a set of pieces of a unique color. Use colored cardboard counters (chits) for pieces. There are 4 types of pieces in a set: Control markers, Bishops, Nobles, & Knights. A set should have 9+ of each piece type. Control markers are blank. Bishops, Nobles, & Knights are called pawns Mark bishop counters with a “B” Mark noble counters with a “N” Mark knight counters with a “K”

PAWN CHART UNIT(PAWN) Bishops Nobles Knights

1 1 1

FORCE

NOTES

Inquisitions +2 Coups +2 Sieges +2

SETUP Each player starts in control of one corner Fief. Players put all of their pawns into their starting Fief. Each player starts with 3 Bishops, 4 Nobles, and 5 Knights. Each player starts with 6 gold and a hand of 7 cards. Determine turn order alphabetically. The first player to go in a game must lose 4 gold & 1 card.

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TURN SEQUENCE Players take turns. Each turn has 6 phases: 1. Draw Phase 2. Taxes Phase 3. Move Phase 4. Event Phase 5. Contest Phase 6. Recruit Phase

DRAW PHASE Draw 1 card. You may pay 2 gold to draw an extra card. If the deck runs out the game ends. Maximum hand size is 7 cards. Discard excess cards.

TAXES PHASE Gain 3 gold. Gain an additional 1 gold for each Fief you control. Gain an additional 2 gold if you control the Palace.

MOVE PHASE You may move any 1 of your pawns to an adjacent space. Pawns may move orthogonally but not diagonally. You may move your pawns into Fiefs controlled or occupied by other players. You may discard a move card from your hand to move a pawn of the type indicated on the card.

EVENT PHASE You may play an Excommunication card to cause any target opponents pawn to be removed from the game. You may play a plague card on a target square. All players with pawns on the square must remove 1 of those pawns from the game. You may play a Peasant Revolt to cause a target control marker to be removed. Play a Crusade card to cause a target Knight to be removed from the board for 3 turns. The Knight returns to the palace in Event phase with 5 gold. The Pilgrimage card is a “crusade” card for Bishops. The Envoy card is a “crusade” card for Nobles. All “Played” cards are discarded.

CONTEST PHASE Play a contest card to try to gain control of target Fief (or Palace). You must have a Pawn in the target Fief. There are 3 types of contest cards: Siege, Inquisition, and Coup cards. If no one controls the Fief you gain control of it. Place a control marker on Fiefs you control. If another player controls the Fief there will be a contest. Both players must determine their force total for the contest: A pawn is worth 1 Force point. A knight is an additional +2 in Siege contests. A bishop is an additional +2 in Inquisition contests. A noble is an additional +2 in Coup contests.

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Certain cards can be discarded (Armies, Courtesans, and Heresy) to add additional Force. These are called ally cards. Players may increase force by +1 per gold paid. Players secretely write down how much gold they are bidding on scrap piece of paper. The gold bids & allies are revealed simultaneously. The player with the most Force wins the contest. The current controller wins ties. The winner gains control of the Fief (or the Palace) The loser must retreat one his pawns into an adjacent space. You may play as many contests as you have contest cards. You may initiate a contest of any type, for any square, once on your turn, without discarding a Contest card, for a price of 3 gold. Sieges cannot take place at the palace.

RECRUIT PHASE You may discard a “Gain” card to gain a pawn of the type indicated on the card. You may pay 3 gold to gain a pawn of any type. New pawns start in a Fief you control or the Palace.

CARD LIST # Card Name: 6 Move Bishop 6 Move Noble 6 Move Knight 6 Siege 6 Inquisition 6 Coup 4 Courtesans 4 Armies 4 Heresy 4 Gain Knight 4 Gain Bishop 4 Gain Noble 3 Crusade 3 Pilgrimage 3 Envoy 3 Excommunication 3 Plague 3 Peasant Revolt # = Number of that card in the

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Effect:

Force = +2 in coups Force = +2 in battles Force = +2 in Inquisitions

deck

FIREBASE NAM INTRODUCTION Vietnam War theme. Card game for 2 players. One player is a defending US Firebase. The other player is the attacking VC/NVA.

DECKS There are 2 decks, one for each player. Each deck contains 3 copies of each card in the card list.

VICTORY Any player who wins 3 hands in a row automatically wins. The player who wins the most hands out of 9 hands wins.

TURN SEQUENCE Each turn has 3 phases: Draw Phase Tactics Phase Resolution Phase

DRAW PHASE Each player draws 7 cards. If there are no cards left in the deck, shuffle the discard and draw from it.

TACTICS PHASE Players may discard up to 4 cards and draw replacements.

RESOLUTION PHASE Players reveal their hands. Each player determines their Combat Force Total (CFT) for their hand. The US player has 4 suites: (F)ortifications, (D)efenders, (A)irpower, and (S)upply. Add up the Force Values of all (F)ortification cards and add 1. This is the (F)ortification Total (FT). Add up the Force Values of all (D)efender cards and add 1. This is the (D)efender Total (DT). Add up the Force Values of all (A)irpower cards and add 1. This is the (A)irpower Total (AT). Add up the Force Values of all (S)upply cards and add 1. This is the (S)upply Total (ST). The US CFT = FT x DT x AT x ST. The VC player has 4 suites: (I)nfantry, (S)upport, (T)actics, and (M)orale. Add up the Force Values of all (I)nfantry cards and add 1. This is the (I)nfantry Total (IT). Add up the Force Values of all (S)upport cards and add 1.

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This is the (S)upport Total (ST). Add up the Force Values of all (T)actics cards and add 1. This is the (T)actics Total (TT). Add up the Force Values of all (M)orale cards and add 1. This is the (M)orale Total (MT). The VC CFT = IT x ST x TT x MT. The Player with the highest CFT wins the hand.

US CARDLIST Card Name Sandbags Wired Perimeter Claymore Mines Dug-In Bunkers Rifle Company Mortars M60 Machineguns Bravo Battery Beehive Rounds Skyhawk Ground Support Huey Cobra Gunships B52 Cluster Bombs Phantom Napalm Strike AC-47 Gunship Resupply

Type F F F F F D D D D D A A A A A S

Force 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1

VC CARDLIST Card Name Diversionary Attack Swarm Attack Massed VC Attack NVA Mainforce Unit Revolutionary Army 50 Calibre Machineguns Rocket Propelled Grenades Mortar Fire Recoilless Guns Soviet 130mm Field Guns Perimeter Gaps Concealment Tunnel Complexes Night Attack Detailed Plan Test US Willpower

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Type I I I I I S S S S T T T T T M

Force 1 2 3 4 5 1 2 3 4 S 1 2 3 4 5 1

5

FIVE ARMIES INTRODUCTION Board & card game for 2 players. Battle between the Free Peoples & the Goblinfolk for control of Smaug’s treasure at the end of the Hobbit (by JRR Tolkein). Each figure represents a warband of many troops.

DISCLAIMER ‘Middle Earth/The Hobbit’ are copyrighted/trademarked properties. This is just a fan site.

VICTORY You win if you kill off 10+ of your opponents units.

THE MAP Use an 8x8 chessboard.

THE MEN Use chits or miniatures to represent units. Each side has 4 types of units.

UNITS TABLE NOTATION Weapon = Weapon Cards the unit uses. # = Number of that type of unit each player has in setup. Move = The types of Move Cards the unit can use.

FREE PEOPLES UNIT TABLE Name Dwarves Men Elves Eagles

# 3 6 5 2

Move 1-2 1-3 1-4 1-5

Weapon Hammers Swords & Spears Bows & Arrows Claws

GOBLIN UNIT TABLE Name Trolls Orcs Goblins Wargs

# 3 6 5 2

Move 1-4 1-3 1-2 1-5

Weapon Hammers Swords & Spears Bows & Arrows Claws

SETUP Each player places one unit on each square of his back two rows.

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Units may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Battle Phase

ORDERS PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units. Units cannot move through other units except for the Eagles. The move card has a number. This is the number of spaces the unit moves. The Unit tables list what type of Move cards each unit can use. Moves are diagonal or orthogonal. “Knight” type move cards allow a man to move like a knight in chess. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card.

BATTLE PHASE Play (discard) an Attack card to have a unit attack. A unit must use an attack card that is the same as his weapon. For Example: Elves & Goblins can only use Bow & Arrow cards. The attack card has a number. This is the range of the attack. Attacks are diagonal or orthogonal. “Knight” type attack cards produce an attack with a range like a knight in chess. The enemy unit that is the target of the attack is automatically killed and removed from the map. Units cannot attack through other units. Your opponent may play a defense card to negate your attack. Elf and Warg units can make two attacks per turn (using two attack cards)

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special Card K = as a Knight would move in Chess Type = Purpose of card # = Number of that type of card in the deck

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CARD LIST Card Name: Very slow Slow March Fast Very Fast Claws Hammers Bows Arrows Swords Spears Tough Scout Magic

# 5 4 3 2 1 3 3 2 2 3 2 2 2 2

Range 1 2 3 4 5 1 1 3 K 1 2 -

Type M M M M M A A A A A A D X X

Notes

Negate Attack Look at Opponents Hand Discard to draw 2 cards

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FIX BAYONETS INTRODUCTION Board & card game for 2 players. WWI Theme. Abstract skirmish level combat. Man to Man fighting in the Argonne Forest 1918. One player is the defending American Lost Battalion. The other player is the attacking German Stormtroopers.

VICTORY You win if you kill both of your opponents Officers.

THE MAP Use a 8X8 chessboard.

THE MEN Use chits or miniatures to represent men (Soldiers) There are 5 types of soldiers: Officers, Riflemen, Snipers, Runners and Heavy Weapon Specialists. Each player starts with: 2 Officers 10 Riflemen 2 Heavy Weapon Specialists 1 Runner 1 Sniper

SETUP Each player places 2 men on each square of his back row. Soldiers may stack. There is no stacking limit.

THE CARDS Players share a common deck. The deck contains 3 copies of each card in the Card list.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Fight Phase

ORDERS PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards.

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Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your men. The move card has a number. This is the number of spaces the man moves. Moves can be diagonal or orthogonal. The Zigag card allows a man to move like a knight in chess. Instead of moving just one man in any direction, you have the option of moving one or more men forward the indicated number of spaces using a single move card. A single man can move only once per turn. A runner can move twice per turn. You cannot move men into or through enemy soldiers. Your opponent may play a rough ground card to negate your move.

FIGHT PHASE Play (discard) an Attack card to have a Man attack. The attack card has a number. This is the range of the attack. Moves can be diagonal or orthogonal. The Grenade card is an attack with a range like a knight in chess. The enemy soldier that is the target of the attack is automatically Killed and removed from the map. The American Heavy Weapons Specialist can only use the Machine Gun card. No other soldier may use the Machine Gun card. The German Heavy Weapons Specialist can only use the Flame Thrower card. No other soldier may use the Flame Thrower card. Officers can only use Pistol cards. Only Snipers can use Sniper Cards. If a stack of soldiers is hit, then one man, of the defenders choice, will be Killed unless the attack was made by a Grenade, Machine Gun or a Flame Thrower in which case all the men in the stack will be killed. Your opponent may play a trees card to negate your attack.

CARD LIST NOTATION A = Attack M = Move T = Terrain K = as a Knight would move in Chess ‘Germans Only’ cards can only be used by the German player. ‘Americans Only’ cards can only be used by the American player.

CARD LIST Card Name: Bayonet Pistol Flame Thrower Grenade Rifle Rifle Machine Gun Sniper Crawl March Double Time Zigzag

Type A A A A A A A A M M M M

Range 1 1-2 2-3 K 3 4 4-5 5-6 1 2 3 K

Notes Germans Only

Americans Only

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Run Charge Advance Counter Attack Trees Fox Holes Rough Ground Hold Ground

M M M M T T T T

4 5 2 3 -

STRATEGIC VERSION Play with hands face up.

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Germans only Americans Only Negate an Attack Card Negate an Attack Card. Americans Only Negate a Move Card Negate a Move Card. Germans only

FLEETS OF THE IMPERIUM

INTRODUCTION Board & card game for 2 players. Space Combat in the Games Workshop Warhammer 40K Space Fleet Universe. Pick your Fleet: Tyranid, Imperial, Eldar, or Necron. Abstract skirmish level combat. Each figure represents a single Ship (unit).

DISCLAIMER ‘Warhammer 40K/ Space Fleet’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY You win if you Destroy the opposing Flagship.

THE MAP Use an 8x8 chessboard.

THE SHIPS Use chits or miniatures to represent Ships. Each Player has 5 types of Ships.

FLEET TABLE NOTATION # = Number of that type of Ship you start the game with. Hits = Number of Hits that type of Ship has. L = Large; S = Small

IMPERIUM FLEET TABLE # 1 2

Type Emperor Capital Ship Gothic Battleship

Hits 6 4

Move 1-2 1-3

Size L L

Notes Flagship

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3 4 6

Firestorm Cruiser Thunderbolt Cruiser Cobra Destroyer

3 2 1

1-4 1-5 1-6

L S S

Hits 6 4 3 2 1

Move 1-2 1-3 1-4 1-5 1-6

Size L L L S S

Notes Flagship

Hits 6 4 3 2 1

Move 1-2 1-3 1-4 1-5 1-6

Size L L L S S

Notes Flagship

Hits 6 4 3 2 1

Move 1-2 1-3 1-4 1-5 1-6

Size L L L S S

Notes Flagship

TYRANID HIVE FLEET TABLE # 1 2 3 4 6

Type Hive Ship Dark Prowler Void Fiend Kraken Wardrones

ELDAR FLEET TABLE # 1 2 3 4 6

Type Void Stalker Wraithship Shadow Hunter Eclipse Cruiser Hellbore Escort

NECRON FLEET TABLE # 1 2 3 4 6

Type Cairn Class Tomb Ship Scythe Class Harvest Ship Reaper Class Harvest Ship Jackal Class Raider Dirge Class Raider

SETUP Each player places one Ship on each square of his back two rows. Ships may not stack.

THE CARDS Each Player has their own deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Maneuver Phase Fire Phase

ORDERS PHASE Draw 3 cards. Max hand size = 5 cards. If the deck runs out, shuffle the discard and draw from it. Discard excess cards.

MANEUVER PHASE 910

Play (discard) a Move card to move one of your Ships. The move card has a number. This is the number of spaces the Ship moves. The Fleet Tables list what type of Move cards each unit can use. Moves can be diagonal or orthogonal. Instead of moving just one Ship in any direction, you have the option of moving one or more Ships forward the indicated number of spaces using a single move card.

FIRE PHASE Play (discard) an Attack card to have a Ship attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. “Knight” type attack cards produce an attack with a range like a knight in chess. Each attack does one point of damage. Use Chits or coins to record damage. A ship reduced to 0 Hits is destroyed and removed from the board. Your opponent may play (discard) Defense cards to negate your attack.

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special L = Only Large ships can use this card S = All ships can use this card. K = as a Knight would move in Chess Type = Purpose of card Dam = Damage (inflicted or prevented) # = Number of that card in the Deck.

IMPERIUM CARD LIST Card Name: Space Marines Ram Laser Batteries Broadsides Prow Laser Vortex Torpedoes Fusion Cannon Inferno Cannon Fighter Squad Void Shields Evasive Action Massive Hull Adeptus Mechanicus Tactical Genius Adeptus Astronomica Navigate 1 Navigate 2 Navigate 3 Navigate 4 Navigate 5 Navigate 6

# 2 2 3 2 2 2 2 1 2 2 2 2 2 2 2 5 5 4 3 2 1

Range 1 1 2 2 3 4 5 6 K 1 2 3 4 5 6

Size S L S S S S L L S S L S -

Type A A A A A A A A A D D D D X X M M M M M M

Notes

Small Ships only Discard to draw 3 cards Look at Opponents Hand

TYRANID CARD LIST 911

Card Name: Hull Grinder Power Bite Genestealers Bone Ram Infect Tentacles Mind Assault Death Burner Hell Blaster Shock Ram Spore Mines Drone Swarm Regenerate Death Frenzy Sensory Cluster Navigate 1 Navigate 2 Navigate 3 Navigate 4 Navigate 5 Navigate 6

# 3 1 4 1 1 2 2 2 2 2 2 2 2 2 2 5 5 4 3 2 1

Range 1 1 1 1 1 2 2 3 4 5 6 K 1 2 3 4 5 6

Size S S S L S L S L L L S S S -

Type A A A A A A A A A A A A D X X M M M M M M

Notes

# 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 4 4 4 3 3

Range 1 3 4 K 6 2 5 K 1 2 3 4 5 6

Size S S L S S S S -

Type A A A A A A A D D D D D X X M M M M M M M

Notes

# 2 3 2 2 2 1 2 2 2 2 2 2 2

Range 6 4 4 1 3 3 5 K 2 -

Size S S S S S L S S L -

Type A A A A A A A A A D D D X

Notes

Discard to draw 3 cards Look at Opponents Hand

ELDAR CARD LIST Card Name: Aspect Warriors Pulsar Lance Wraithcannon Darkstar Fighters Eagle Bombers Laser Batteries Plasma Torpedoes Holo Fields Maneuverability Evasive Action Speed & Agility Bonesingers Farseer Deadly Grace Solar Sail Navigate 1 Navigate 2 Navigate 3 Navigate 4 Navigate 5 Navigate 6

Look at Opponents Hand Discard to draw 3 cards

NECRON CARD LIST Card Name: Gauss Particle Whip Lightning Arc Energy Tendrils Portal Warriors Nightmare Field Sepulchre Star Pulse Generator Scarab Swarm Energy Drain Reactive Hulls Power Flow Fade Out Stealth

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Look at Opponents Hand

Command Core Inertialess Drive Navigate 1 Navigate 2 Navigate 3 Navigate 4 Navigate 5 Navigate 6

2 2 5 4 4 3 2 2

K 1 2 3 4 5 6

-

X M M M M M M M

Discard to draw 3 cards

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FLOWER POWER INTRODUCTION Party Game. Relive the 60s or experience them for the first time.

EQUIPMENT Three six-sided die are needed. A pawn for each player is needed. Lots of tokens of 5 different colors are needed.

SETUP Players pawns start on the first line of the Game board List. Roll high on the D6 to determine turn order.

TURN SEQUENCE On their turn a player rolls one die and moves that many lines down the list. Each line begins with a one letter symbol: Symbol Experience Token Color S Sex (Love) Red D Drugs Green R Rock & Roll Blue P Political Activism Purple A Self Actualization Yellow H History None V Vietnam War None When you land on a line take one colored token according to the type of experience. History lines do not provide tokens.

GOING TO WAR If you land on a V line move your pawn to the first line of the second smaller list known as the: Vietnam War Tour of Duty List. When you reach the end, place your pawn back on the main list on the same line. After a tour of duty when moving off the line roll three dice instead of one.

END OF GAME The game ends when all players have reached the end of the list.

WHO WINS Each player adds up all his tokens in each of the 5 types of experiences: Sex (Love), Drugs, Rock & Roll, Political Activism, and Self Actualization The player with the highest score in the most experiences is the winner. Ties remain ties.

GAME BOARD LIST 914

Symbol H S D R P A H S D R P A H S D R P A H S D R P A H S D R P A H S D R P A V S D R P A H S D R P A H S D R P A H S D R P A H S D R P

Experience Welcome to the 60's Free Love Day Tripper Deadhead Flower Power Join a Commune Soviets down U-2 Hippie Chick Tahitian Gold Yellow Submarine Campus Radicalism Tune in Turn on Drop out Eisenhower warns of Military-Industrial complex Flower Child Mary Jane Woodstock Publish Underground Newspaper Transcendental Meditation Arms Race Sexual Revolution LSD Tab San Francisco Scene Grassroots activism Youth Counterculture Movement Bay of Pigs Birth Control Pill Score some Weed Jimmi Hendrix Peace March Macrobiotic Food Cold War Groupies Smoke Pot Record Collection Burn Draft Card Move to Haight-Ashbury Volunteer for Vietnam Find somebody to Love Psychedelic Hi-Fi Support the Black Panthers Watch 2001 Shepard launched into space Soul Mate Mushroom Tea 8 Track Player Civil Rights Demonstration Watch Easy Rider Marilyn Monroe dies Quickie Brownies The Doors Sit-in at Greensboro Peace Symbol John Glenn in orbit Wild, Naked, & Free Roll a Joint Janice Joplin Join the NAACP Read Silent Spring First Communications Satellite Casual Sex Bong The Who Non-violent Protest

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A H S D R P A H S D R P A V S D R P A H H S D R P A H S D R P A H S D R P A H S D R P A H S D R P A H S D R P A H S D R P A H S D R

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Join the Peace Corps Cuban Missile Crisis Tantric Sex Dr. Timothy Leary The Rolling Stones Meet Dr. Martin Luther King Jr. Road Trip across America "Ich bin ein Berliner" Computer dating Electric Kool-Aid Acid Test Monterey Pop Festival Race Riots Hitch-hike across America Drafted into Vietnam Wham-Bam Thank you Ma'am Overdose Dance on American Bandstand Congress of Racial Equality Study Eastern Philosophy "I have a dream" Manson Murders Inter-racial Sex Hash Bob Dylan Campaign for JFK Convert to Buddhism Johnson Administration Masters & Johnson Cocaine Folk music scene Seat on the Freedom Ride Brainwashed by Cult Kennedy Slain Summer of Love Mescaline British Invasion Campaign for Goldwater Write Great American Novel Malcom X assassinated Long Hair Bad Trip Motown Free Speech Movement Write Radical Poetry Cassius Clay knocks out Sonny Liston Co-ed Dorms Dealer Mamas and the Papas Protest at Berkeley Pop Art Influence Medicare signed in Be-in orgy Pusher Buffalo Springfield Anti-War Protest Burn your Bra Martin Luther King Murdered Mini-skirts Opium Age of Aquarius Join Greenpeace Campus Intellectuals Neil Armstrong on Moon Go-Go Dancers Hallucinations Jefferson Airplane

P A H S D R P A S R P A S R P A S H

Join National Organization of Women Yoga Chicago Seven Body Painting Addiction Join a Rock & Roll Band March on the Pentagon Make your own Tie Dye Mrs. Robinson The Monkees Takeover Columbia University Underground Comix Sex & the Single Girl The Times they are a Changin Become Union Organizer Read Feminine Mystique Sexually Transmitted Disease Welcome to the 70's

VIETNAM WAR TOUR OF DUTY LIST Symbol A A H H H A A S H H H D A H H H A P A R

Experience Boot Camp Vietcong Gulf of Tonkin Crisis Operation Rolling Thunder Operation Star Light Mekong Delta Search & Destroy Me love you long time Bomb Hanoi Operation Cedar Falls Operation Junction City Agent Orange On Point Khesanh Tet Offensive Saigon Massacre at Mai Lai Purple Heart Shell Shock Shipped Home

GAME DESIGNERS NOTES Feel free to add to or to change the lists.

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FOKKER INTRODUCTION WWI Biplane dog fighting. Get in your Sopwith Camel and take out some Albatrosses. 1 plane per player.

BOARD Use a Hex map. The map should depict a sky with clouds, or a WWI battlefield.

PIECES Each player gets to fly one WWI era fighter plane. The model or figure or pawn must fit within 1 space of the map Six sided dice are needed

DECK Players share a common deck. The deck has 52 custom cards.

ALTITUDE There are 6 steps of Altitude (1-6). Use a six sided die to record the altitude of your plane. The ground would be considered altitude = 0.

AMMO A plane can shoot a maximum of 12 times. Use dice to record Ammo.

SETUP Planes start on opposite ends of the map facing towards the middle. Planes start at an altitude of 1D6. Your plane starts with a velocity = 3 Players start with 2 cards each.

TURN SEQUENCE During every round each player gets At the beginning of each round each 1D6 to determine turn order. Reroll Keep the turn order constant in a 2 Each turn has 2 phases: 1. Draw Phase 2. Move Phase 2a. Shoot Segment 2b. Observer Shoots Segment

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a turn. player rolls high on ties. player game.

DRAW PHASE Draw 2 cards from the common deck. Maximum hand size = 6. Discard excess cards. If the deck runs out, shuffle the discard and use it. You may discard 2 cards to draw 1 card once on your turn.

MOVE PHASE Your plane must move a number of spaces equal to it's velocity. Velocity ranges from 0 to 6. Use a die to record your plane's velocity. You may freely change your facing 1 arc (hex side or 60 degrees) anytime during your move. You may freely increase (Climb) or decrease (Dive) your altitude 1 step anytime during your move. You may freely increase or decrease your velocity by 1 anytime during your move. You may discard a move card from your hand to gain extra movement anytime during your move. The number of Move cards you can play per turn is determined by plane type. A description of the movement allowed by each type of Move card: Left: change your facing 1 arc to the left. You may decrease your altitude 1 step. Right: change your facing 1 arc to the right. You may decrease your altitude 1 step. Hard Left: change your facing 1 arc to the left and velocity +1. You may decrease your altitude 1 step. Hard Right: change your facing 1 arc to the right and velocity +1. You may decrease your altitude 1 step. Forward: Velocity +1 or -1. You may increase or decrease your altitude 1 step. Slide Left: Move your plane into the space 1 arc to the left of forward. Do not change the plane’s facing. You may decrease your altitude 1 step. Slide Right: Move your plane into the space 1 arc to the right of forward. Do not change the plane’s facing. You may decrease your altitude 1 step. Immelman (Loop): Move backwards 4 spaces. Do not change the plane’s facing. You may increase or decrease your altitude 1 step. You must have a velocity of 5+ to do a loop. If your ending velocity = 0 or 1, your opponent may play a Stall card on you. If you stall, you must play a recover card or you immediately drop 2 steps of altitude. If this puts you at 0 or less steps you crash. All cards played are discarded. Two planes in the same hex at the same altitude crash.

SHOOT SEGMENT This segment is part of your Move phase. You make take this segment at any point during your Move phase. You must discard a Shoot Card to attack. If your opponent is 6 spaces directly in front of you he takes 1D6-5 hits. If your opponent is 5 spaces directly in front of you he takes 1D6-4 hits. If your opponent is 4 spaces directly in front of you he takes 1D6-3 hits. If your opponent is 3 spaces directly in front of you he takes 1D6-2 hits. If your opponent is 2 spaces directly in front of you he takes 1D6-1 hits. If your opponent is 1 space directly in front of you he takes 1D6 hits. The target must be at the same altitude or 1 step lower. A plane that takes 6 or more hits is shot down. The target player may discard a Recover card to evade the attack. The attacker may also play a stall card on an opponent that was hit. Every time a plane is hit for 1 or more points of damage roll 1D6. On a roll of 1 on 1D6 roll on the Critical Hit Table.

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OBSERVER SHOOTS SEGMENT This segment is part of your Move phase. You make take this segment at any point during your Move phase. If your plane has an observer, play a Shoot card to let him attack. The observer attacks into the 60 degree arc behind the plane. If your opponent is 3 spaces behind you he takes 1D6-4 hits. If your opponent is 2 spaces behind you he takes 1D6-3 hits. If your opponent is 1 space directly behind you he takes 1D6-1 hits. The target must be at the same altitude or 1 step higher. A plane that takes 6 or more hits is shot down. The target player may discard a Recover card to evade the attack. The attacker may also play a stall card on an opponent that was hit. Every time a plane is hit for 1 or more points of damage roll 1D6. On a roll of 1 on 1D6 roll on the Critical Hit Table:

CRITICAL HIT TABLE 1D6 1 2 3 4 5 6

Hit Pilot Killed Engine Damaged Gas Tank Punctured Cables Severed Controls Jammed Struts Damaged

Notes Kill the observer first if there is one. Max Speed –2. Plane must land in 2D6 turns. Maneuverability -1. Hand Size -2. Plane can no longer climb or loop.

CARD LIST Card # Type Left 6 M Right 6 M Slide Left 3 M Slide Right 3 M Forward 9 M Hard Left 3 M Hard Right 3 M Immelman 3 M Stall 3 -Recover 3 -Shoot 9 -Ace 1 -Notes: M = Move card The Ace card may be used as any other type of card except stall.

AIRCRAFT TYPES Name Side Maneuverability Observer Sopwith Camel Allies 2 No Bristol F2b Allies 1 Yes Fokker D-V11 German 2 No Albatros C-V German 1 Yes Maneuverability is the number of Movement cards a plane may use on its Move turn. Planes with observers have a max speed of 5. Planes without observers have a max speed of 6.

ACES Ace pilots get +1 Maneuverability. Aces have 5+ kills.

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AERIAL OBSTACLES These include Clouds & Balloons. Use counters to indicate these on the map. Indicate the altitude of Clouds and balloons.

CLOUDS Clouds may occupy 1 or more hexes. Planes may move into or through clouds. Planes cannot shoot into or through clouds.

BALLOONS Balloons occupy 1 hex. Planes may shoot down balloons. (1 hit destroys them) Planes that move into baloons crash.

GROUND ATTACKS Ground units are stationary. Use counters to indicate ground units on the map. Rifles have a range of 1 hex and 1 altitude step. Machine guns have a range of 1 hex and 2 altitude steps. Flak guns have a range of 3 hexes and 6 altitude steps. If an enemy plane comes in range of one of your ground units, discard a shoot card to do damage in your shoot phase: Rifles do 1D6-5 damage. A machine gun does 1D6-4 damage. A Flak gun does 1D6-2 damage.

VICTORY Shoot down your opponents. Other scenario objectives may include: Shooting down balloons, spotting missions, aerial photography, strafing/bombing trenches, dropping propaganda leaflets, etc.

COUNTER SET The following counter & card set was created by Janne Thörne: [email protected] Janne has also made sets for Blitz, Cannonade & Midway.

LINKS Biplane Dogfight Game Rabbidgerbal

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FORTAC INTRODUCTION Abstract board & card strategy game for 2 players.

THE BOARD Use a 4x4 grid.

THE PIECES Each player has 4 men (pieces, pawns, tokens, etc.). One player is Red, the other is Black.

THE DECK Players share a common deck.

VICTORY Victory is achieved by being the first to make 2 different Combos. A Combo is made by placing your 4 pieces into one of 4 arrangements: 1. Occupy all 4 corner spaces of the board (Corner Combo) 2. Occupy 4 spaces in a row diagonally (Diagonal Combo) 3. Occupy 4 spaces in a row orthogonally (Orthogonal Combo) 4. Occupy the 4 center spaces of the board. (Center Combo) You must verbally declare a Combo on the turn you form it. After your first combo play continues from the same positions & with the same hands. Your second combo must be of a different type from the first.

SETUP Each player places his 4 men in the 4 spaces of one corner. Diagrammatically (R = Red, B = Black, E = Empty) it would appear thus: RREE RREE EEBB EEBB Each player is dealt a hand of 3 cards from the deck. Cards are always placed face up in front of the player. Players can always see their own and each other’s hand. Red goes first.

TURN SEQUENCE Players take turns. Each turn has 2 phases: 1. Move Phase 2. Draw Phase

MOVE PHASE 922

To move one of your men, discard one of your cards and Move the man according to the rules on that card. (To move you must play (discard) a card) You must move if it is at all possible. If it is impossible for you to move, your opponent automatically wins. You may only play one card (make one move) in this phase. At the end of Move phase you must have 2 cards in your hand.

DRAW PHASE Draw phase always comes after move phase. Draw the top card of the deck and put it in your hand face up. At the end of Draw phase you must have 3 cards in your hand.

THE COMMON DECK Card Name: # Notes: Hop 4 Move orthogonally 1 space Skip 4 Move diagonally 1 space Jump 4 Jump over adjacent piece Trade 4 Trade places with adjacent piece Switch 4 Switch places with non-adjacent piece Rook 2 Move piece like Rook in Chess King 2 Move like a King in Chess Horse 4 Move like a Knight in Chess Bishop 4 Move like a Bishop in Chess Zip 2 Move to any empty corner space Zap 2 Move to any empty non-corner space Push 4 See Notes # = Copies of that card in the deck.

PUSH CARD This one requires a little extra explanation: Move 1 piece into an adjacent space already occupied by another piece. The other piece is pushed into the next space over in line. Two pieces in a row can be pushed like this. The furthest pushed piece must have somewhere to go, there must be an Empty space for it to be pushed into. It cannot be pushed off the board.

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FRENCH REVOLUTION INTRODUCTION Card game for 2+ players. Simulation of the French Revolution (starting 1789).

VICTORY The first player to accumulate 10 Reform points is able to consolidate the Revolution and wins the game.

THE DECK Players share a common deck.

SETUP The most ‘French’ player begins as the leader of the Revolution.

TURN SEQUENCE Each turn has 4 phases: Unrest Phase Revolution Phase Reform Phase Tactics Phase

UNREST PHASE Each player fills their hand to 10 cards. If the deck runs out, shuffle the discard and draw from it.

REVOLUTION PHASE The Current leader of the revolution may play Oppression cards. Other players may play Unrest cards & at least one Tactics card. The player that plays the most Oppression or Unrest cards wins the turn and becomes the new leader of the Revolution.

REFORM PHASE The current leader of the Revolution may play Reform cards. This player gets 1 Reform Point for every Reform card played. Other players may play Anti-Revolutionary cards to negate Reform cards on a one to one basis.

TACTICS PHASE Players may discard any cards from their hand they don’t want.

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CARD LIST NOTATION U T R O A

= = = = =

Unrest Revolutionary Tactics Reforms Oppression (Reactionary Tactics) Anti-Revolutionary

REVOLUTIONARY DECK CARD LIST Card Name: Intellectuals Student Uprising Rebellion Peasant Mob Aristocrat Guillotine Unequal Taxation Political Crisis Increasing Population Inflation Food Shortages Impoverishment Low Wages Rents & Dues Scapegoats Social Injustice Economic Hardship Reforming Aspiration Governmental Impotence Rural Revolt Parisian Riot National Assembly French Constitution Censorship Centralized Government Representative Government Nationalize Church Lands Executive Power Legislative Power Modernization Abolish Feudal Institutions Legal Equality Rising National Debt Popular Sovereignty Ministers Civil War Foreign War Universal Male Suffrage Religious Tolerance Rebuild Institutions Instrument of Reform Metric System Church Sympathizers Conservatism Liberalism Departements Altar to Reason Free Speech Freedom of the Press State Emergency Extreme Politicians Democratic Language Executions

Type: U T T T A O U U U U U U U U T U U U U T T R R O R R R R R R R R U R O T U R R R R R A O U R R R R O U U O

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War with England Catholic Clergy Commoners Bloodshed Parliamentary Regime Royalists Landowners Nobility Malcontents Intrigue Class Divisions Parisian Radicals The Directory Coup d’etat Great Reforms Formal Abolition Declarations Individual Rights Separation of Church & State The Rights of Man Theocratic Absolutism Revolutionary Politics Feudal Privileges Estates General Absolute Monarchy Emigration of Noblemen Papal Rejection Leader Discredited Questioning Authority War with Austria War with Prussia Intimidation The Reign of Terror Rhetoric Street Fighting Firing Squads Parisian Insurrection Republican Constitution The Convention Ideological Crisis Storm the Bastille Pillage & Burn "Let Them Eat Cake" King Louie XVI Marie Antoinette Liberty, Equality, Fraternity Feuillants Jacobins Girondists Rumors of Treason Revolutionary Tribunal Revolutionary Calendar Robespierre Ultrarevolutionaries The Indulgents Goddess of Reason Cult of the Supreme Being Arrests Purges Aspirations of the Bourgeois Outbreak of Violence The Great Fear Destroy Feudal Dues Records Counterrevolutionary Court Frenzied Mobs Storm the Tuileries

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U A T O R A A A U T U U A T R R R R R R A U A O O U A U U U U O O O T O T R R U T T U A U U O U U U O R O U U U O O O U T T R O T T

Massacres Plebiscite Corruption Put Down Insurrection Overthrow the Government American Revolution Rousseau Voltaire Montesquieu Lists of Grievances The Third Estate Laissez-faire Abolition of slavery Naval War with America Vendee Clergy Civil Constitution Nation in Arms Legislative Assembly

T T U O T U U U U T U U R U A R T R

(meaning conscription)

LINKS History of the French Revolution FAQ's In the Revolution Phase: (1) What is the purpose of the Tactical cards? Do you mean that you cannot play an Unrest card without playing a Tactical card too? A)Yes. You must play a Tactics card in order to have any of your Unrest cards count. (2) Can the current leader play only Oppression cards? A)Yes, he can only oppress, just as the others can only rebel. (3) If players play an equal number of Oppression or Unrest cards, does the current leader remain the leader for the next turn? A)Current Leader wins ties. (4) As I read the rules, the Current Leader plays Oppression cards, then the other players play Tactical and Unrest cards. Is this go-around done once before moving on to the Reform Phase? A)Yes, just once. Each player may play 1 or more cards. In the Reform Phase: Leader plays Reform cards. Others play AntiRevolutionary cards to negate this. Do you only go around the table once in this phase? A)Yes just once. Each player may play 1 or more cards.

NOTES This game is also published in the Academic Gaming Review: Click Here

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FREUDIAN SLIP INTRODUCTION Players immerse themselves in a mass psychosis directed by the cards and their own subconscious desires.

THE DREAMERS DECK The deck will have to be constructed before play is possible. The deck contains 100+ cards. Each card has a single word printed on it. Noun, Verb, and Adjective cards are all mixed together. A big comfortable couch is also recommended.

SETUP All players are dealt 7 cards. The player with the most psychological baggage goes first.

DREAM SEQUENCE Players take turns. A player on his turn describes the details of an imaginary dream. The player must incorporate the word on one of his cards into his monologue. The card is discarded and a replacement card is drawn. The player must stop after 2 minutes of talking and ends his turn unless the other participants wish him to continue. The next player to his left starts her turn, and continues the dream where the previous player left off. A player may only use one card during his turn. As in real dreams, the dream does not have to make any sense. (except unconsciously)

ENDING THE DREAM When two players pass on their turns the dreamer awakens and the game is over.

WINNING There is no real winner, however players may vote to see who wins in any or all of the following categories: Biggest Freudian Slip Award Biggest Id Award Biggest Ego Award Biggest Superego Award Stuck in the Oral Phase Award Stuck in the Anal Phase Award Stuck in the Genital Phase Award Most Jungian Award Most Surreal Award Most Sublime Award The individual who gets the most awards is declared the most in need of Psychoanalysis.

CARD LIST 928

Building Killing Running Singing Eating Screaming Vomiting Swallowing Sucking Biting Pulsating Throbbing Gagging Smothering Climbing Falling Digging Drowning Crawling Pushing Flying Growing Walking Choking Swimming Dying Gasping Sleeping Crying Moaning Thrusting Spinning Floating Waiting Calling Lying Quivering Erupting Oozing Staring Searching Stealing Groping Lurking Giving Taking Hard Soft Limp Wet Hairy Smooth Huge Tiny Grey Black White Scared Happy Sick Fragile Strong Above Below Inside Hot

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Cold Empty Full Hungry Angry Sharp Broken Fire Ice Water Smoke Tower Stone Mother Father Brother Sister Mask Paint Hole Clouds Ladder Horse Sand Flower Tree Teeth Tongue Bird Boat Sea Cup Box Music Man Woman Child Bones Animal Beasts Bug Clock Chair Fruit Car House Book Ring Garden Door School Church Money

TV Fear Soul Gun Machine Rain Food Stench

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GAME DESIGNERS NOTES For inspiration try to remember some of the dreams of your childhood.

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FUSILLADE INTRODUCTION Two-player card game of Napoleonic Warfare.

THE DECK Players share a common deck. The deck contains three types of cards: Unit, Tactics, and Strategy. The deck contains one of each of the cards described in the lists.

TROOPS Each player starts with 100 points of troops. Use change to keep track of troop points.

VICTORY Reduce your opponents troop total to zero.

SETUP Each player is dealt 7 cards. Flip a coin to see who goes first.

TURN SEQUENCE Players take turns. Each turn has 4 Phases: Deploy Phase Attack Phase Casualty Phase Maneuver Phase

DEPLOY PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Leader or Action Cards may be discarded to draw extra cards equal to the cards force. A Light Infantry or a Cavalry unit card may be discarded to look at your opponent’s hand. Artillery Unit and Tactics cards may be discarded to cause your opponent to discard one Random card on a one to one basis.

ATTACK PHASE You may choose to attack or not to attack. Your opponent may discard an “Enemy Blunder” Card to prevent you from attacking this turn. To attack play one Unit card face up on the table. You may play more than one Unit card, but they must all be of the same type. For example: They must all be Light Infantry, or all Artillery, but not a mix of both. Your opponent may discard an Infantry Unit card to cause a Cavalry

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unit just played to be discarded. Your opponent may discard a Light Infantry Unit card to cause an Artillery unit just played to be discarded. Your opponent may discard an Artillery Unit card to cause an Infantry unit just played to be discarded. Your opponent may discard a Cavalry Unit card to cause a Light Infantry unit just played to be discarded. Your opponent may discard a Terrain card to cause any attacking unit just played to be discarded. If any attacking unit cards remain, you may also play: 1.) Tactics cards if they match the unit type. 2.) One Strategy card of each of the five types. For Example: Play one Morale and one Action card, but not two Morale cards.

CASUALTY PHASE Add up the value of all the cards you played. Add two to your total for each card you played in excess of 5. This total is the number of casualties inflicted on your opponent. Your opponent loses that many troop points. Your opponent may discard a Morale card to reduce casualties by half.

MANEUVER PHASE If you did not attack this turn you may discard up to 2 cards and draw replacements. Maximum hand size is 10 cards. Discard excess cards.

CARD TYPE ABBREVIATIONS IU LU CU AU IT LT CT AT LS MS AS TS EB

= = = = = = = = = = = = =

Infantry Unit Light Infantry Unit Cavalry Unit Artillery Unit Infantry Tactic Light Infantry Tactic Cavalry Tactic Artillery Tactic Leader Strategy Morale Strategy Action Strategy Terrain Strategy Enemy Blunder

UNIT CARD LIST Card Name Grenadiers Musketeers Old Guard Young Guard Sappers Gendarmes Grognard Fusiliers Highlanders Troopers Riflemen Partisans Legere Voltigeurs

Type IU IU IU IU IU IU IU IU IU IU LU LU LU LU

Force 3 2 3 2 1 1 3 1 2 2 3 2 2 3

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Skirmishers Landwehr Cacadores Militia Scouts Jagers Cuirassier Chasseurs Mamelukes Cossacks Carabiners Uhlans Dragoons Lancers Reiter Hussars Howitzers Mortars Horse Artillery Gun Battery Field Pieces Congreve Rockets Ordnance 6-Pounders Carronade 12-Pounders

LU LU LU LU LU CU CU CU CU CU CU CU CU CU CU AU AU AU AU AU AU AU AU AU AU

2 1 2 1 1 LU 3 1 2 2 2 3 1 3 1 2 3 2 1 3 2 1 2 1 2 3

3

TACTICS CARDS LIST Card Name: Square Formation Volley Fire Fire at Will Disciplined Firepower Frontal Assault Bayonets Fusillade Fire Drill Sabers & Pistols Charge! Wheel about Overrun Attack Column Hit & Run Flank Attack Pursuit Rapid Deployment Probe Screen Sharpshooters Cover of Woods Crossfire Absorb Enemy Fire Harassment Limber Canister Round Shot Cannon Ball Shrapnel Spherical Case Enfilade Fire Bombardment

Type IT IT IT IT IT IT IT IT CT CT CT CT CT CT CT CT LT LT LT LT LT LT LT AT AT AT AT AT AT AT

STRATEGY CARDS LIST 934

Force 3 2 1 3 1 2 2 2 1 2 2 3 2 1 3 2 2 1 1 3 3 LT 2 2 1 3 2 2 1 2 3 AT

2

2

Card Name Musicians Captain Corporal Lieutenant Quartermaster High Morale Esprit de Corps Elite Units Discipline Rally Rearguard Action Refuse Flank Counter Attack Encirclement Cover Retreat Blocking Terrain Redoubt Low Wall High Ground Reverse Slope Lost Cohesion Conscripts Lost Orders Pinned Down Broken

Type LS LS LS LS LS MS MS MS MS MS AS AS AS TS TS TS TS TS EB EB EB EB EB

Force 2 3 1 2 2 2 3 2 2 1 2 AS AS 3 1 2 3 2 2 1 2 2 2 1 3

2 2

GAME DESIGNERS NOTES I wanted something not as complex as Ready Aim Fire.

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GALACTIC CIVILIZATIONS INTRODUCTION Board game for 3+ players. The galaxy is home to 8 major Alien Civilizations. Each player has several client races. Help your client races fulfill their Ultimate Destinies.

THE MAP Use a 10 x 10 grid. Each square is a "Sector".

DICE Use Ten sided dice (D10).

CONTROL MARKERS Each race has a set of control markers of a unique color.

THE DECKS There are 2 decks: The Client Deck & the Galactic Deck. Both are common decks.

THE CLIENT DECK The client deck has 2 cards for each of the 8 races. If there are 5+ players, let the deck have 4 cards for each race.

SET UP Determine the starting locations of all the races: Roll 2D10 to get the X & Y coordinates. Place a control marker for that race into the indicated sector. Each player draws 4 client cards. Discard duplicates and redraw. This determines which 4 races are a players client races during the game. Players may keep their Races secret until the last turn.

RACE TYPES # 1 2 3 4 5 6 7 8

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Race Name: Generalists Cowards Warriors Cryptic Ones Travelers Xenophobes Pacifists Slavers

VICTORY & SCORING Score at the end of turn 10. Each race gets 1 point for each sector it controls. Each race earns extra points for special race specific victory conditions. Player with highest total VP score wins.

SPECIAL VICTORY CONDITIONS Generalists - If one of your client races is the Generalists get 20 VP’s if the Generalists are Adjacent to all other races. Cowards – If one of your client races is the Cowards get 20 VP’s if the Cowards are Adjacent to only your other client races. Warriors – If one of your client races is the Warriors gain 2 VP’s instead of 1 for each sector the Warriors control. Cryptic Ones – If one of your client races is the Cryptic Ones gain 20 VP’s if they Control at least one sector on every row of the board. Travelers - If one of your client races is the Travelers get 20 VP’s if the Travelers are Adjacent to all other races. Xenophobes – If one of your client races is the Xenophobes gain 2 VP’s instead of 1 for each sector the Xenophobes control. Pacifists – If one of your client races is the Pacifists get 20 VP’s if the Pacifists are Adjacent to only your other client races. Slavers – If one of your client races is the Slavers gain 2 VP’s instead of 1 for each sector the Slavers control.

SPECIAL ABILITIES & LIMITATIONS Generalists – Generalists can use Trade cards as any card type except Evolution, Expansion-2 or 3. Cowards – If one of your client races is the Cowards, you may, as a War starts move each of their control markers to an empty adjacent sector. (They flee en mass) The Cowards can use Trade cards as Research or Treaty cards. Warriors – The Warriors get +2 to War Resolution Rolls. Warriors cannot use Treaty cards. Warriors may use Trade cards as War cards. Cryptic Ones – Cryptic ones start with +1D5 Levels in Psychic & Technology. Travelers – Travelers use Trade cards as Expansion-2 cards. Xenophobes – Xenophobes can use Trade cards as any card type except Treaty, Expansion-2 or 3. Pacifists – The Pacifists may not initiate Wars. Pacifists may use Trade cards as Evolution or Treaty cards. Slavers – Slavers can use Trade cards as War or Expansion-1 cards. They get Technology +1 every time they win a war vs a Technologically superior race.

TECHNOLOGY & EVOLUTION Each race starts the game with a technology & psychic levels = 1.

TURN SEQUENCE Players take turns. Each turn has 6 phases: Fate Phase Expansion Phase War Phase Research Phase Evolution Phase End Phase

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FATE PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it.

EXPANSION PHASE Play expansion cards. Each expansion card has a number. This is the number of adjacent empty sectors a target race can expand into. Add control markers of the chosen race to the target sectors. Control markers cannot stack. Only one race per sector.

WAR PHASE Play a War card to have a target race attack an adjacent race. Another player may play a treaty card to negate the War card. Both sides roll 1D10. This is the War Resolution Roll. Each race adds its Technology & Psychic level to the roll. The higher total wins. (nothing happens if there is a tie) The winner converts ALL enemy sectors adjacent to his own Sectors into his own color. (replace control markers)

RESEARCH PHASE Play a Research card on a target race. The Race gets Technology level +1

EVOLUTION PHASE Play an Evolution card on a target race. The Race gets Psychic Level +1.

END PHASE Discard down to 5 cards.

GALACTIC DECK CARD LIST Card Name: Expansion-1 Expansion-2 Expansion-3 War Treaty Research Evolution Trade # = number of that card in the

# 5 4 3 8 5 5 5 10 deck

OPTIONAL TERRAIN RULES Stargates: Connected to other Stargates on the map Supernovas: Impassable Progenitor Ruins: First race to arrive gets Technology +1.

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GAME DESIGNERS NOTES Based on classic sci-fi novels such as: Ringworld, The Mote in God’s Eye.

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GALACTIC SUPREMACY INTRODUCTION You guessed it. Rival space empires are at it again. A card game for 2 or more players.

THE DECK The deck contains 75 cards: # Card Type: 15 Research 15 Fleets 15 Sectors 15 Command 15 Leader # = Number of that card type in the deck. The game can be played with a single common deck, or with each player having their own individual deck. If playing with multiple decks, make sure all cards are returned to their proper owners at the end of the game. Each Sector contains 100's of colonized worlds. Each Fleet contains 1000's of ships.

OTHER MATERIALS A handfull of ten sided dice (D10's) Coins (to represent megacredits) One homeworld card for each player.

OBJECT Conquer the homeworlds of all of your opponents.

SETUP Each player starts with a Homeworld Sector in play. Each player draws 2 cards. Players begin at level one in all nine technologies. Players roll 1D10 to determine turn order. High roll goes first.

UNITS Sectors and fleets are collectively referred to as units.

TURN SEQUENCE Players take turns. Each turn is divided into 7 phases: Draw Phase Production Phase Command Phase Build Phase Attack Phase Move Phase Research Phase

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DRAW PHASE Draw one card from the top of the deck You may draw an extra card for 5 credits. Exploration: You may discard a Fleet card to draw a card. If the card drawn is a Sector card you may keep it, otherwise discard the drawn card. The Draft: You may discard a Sector card to draw a card. If the card drawn is a Fleet card you may keep it, otherwise discard the drawn card. Military Intelligence: You may discard a Research card to draw a card. If the card drawn is a Command card you may keep it, otherwise discard the drawn card. Military R&D: You may discard a Command card to draw a card. If the card drawn is a Research card you may keep it, otherwise discard the drawn card. Maximum hand size is 5. Discard excess cards. If the deck runs out, shuffle the discard, and continue play.

PRODUCTION PHASE Homeworld Sectors generate 5 Credits. Sectors generate 1 credit each. A leader attached to a Sector generates 2 extra credits. For each level above the first a player has in all of the technologies of Terraforming, Industry, and Energy, all the worlds of that player generate one additional credit each. Hand size is increased by a similar amount. For example: a player has Terraforming = 3, Industry = 5, and Energy = 4. The extra levels of Industry and Energy do not count. That player's worlds produce +2 credits per turn and that player has a maximum hand size = 7. Credits may be saved from turn to turn.

COMMAND PHASE Unless otherwise specified, the special uses of command cards are enacted in this phase. Command cards are always discarded when used.

BUILD PHASE Pay Pay The Pay The

10 credits to put a Sector card into play from your hand. 10 credits to put a Fleet card into play from your hand. Fleet card must be attached to a Sector. 5 credits to put a Leader card into play from your hand. Leader card must be attached to a unit.

ATTACK PHASE You may attack an opponents world with one or more of your fleets. If both players have the same level of Jump Speed Technology or if the attacker is faster, then the defender can only defend the attacked world with whatever fleets are currently there. If the defender has a higher level of Jump Speed Technology then the defender he can use some or all of his fleets to defend. The defender may decide not to defend with a Fleet at an attacked Sector. Move the fleet to any other friendly Sector. Fleets and Sectors use one die in combat. Homeworld Sectors use 5 dice. Players compare their respective levels in the following 5 technologies:

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Firepower, Range, Defenses, Information, and Sublight Speed. If one player has a higher level in a technology then that player is said to have a technological advantage. For each advantage, each of a players units gets one additional combat die. Presence of a Leader gives the attached unit one additional combat die. Roll dice separately for each unit involved. These are referred to as combat rolls. Each unit simultaneously destroys one opposing unit with an equal or lower combat roll. Sectors win tied combat rolls. All of the defenders Fleets must be destroyed before the Sector is destroyed. Repeat this process until only one side remains. If the attacker wins he may put the colony card in his hand. If a players Homeworld Sector is destroyed, it goes out of play, and that player loses. Leaders are destroyed with their units. Destroyed Fleets and Leaders are discarded. Units can combine their combat rolls to overcome the combat roll of an enemy unit. For example: 6 Fleets attack a Homeworld Sector. The homeworld rolls a 30. The Fleets collectively roll a 40. One of the six Fleets is destroyed, and the Homeworld is destroyed.

MOVE PHASE Attach your Fleets in play to any of your Sectors in play. Attach your Leaders in play to any of your units in play. A unit may only have 1 Leader attached.

RESEARCH PHASE Pay 10 credits to play a Research card. The card is discarded and the player rolls once on the Technology Table. The technology indicated by the roll is increased by one level for this player only. Catchup: Pay 15 credits and play a research card to gain one level in a specific technology an opponent is superior to you in. Directed effort: Pay 20 credits and play a research card to gain one level in a specific technology of your choice.

TECHNOLOGY TABLE 1D10 1 2 3 4 5 6 7 8 9 0

Technology: Jump Speed Fire Power Range Defenses Information Sublight Speed Terraforming Industry Energy Pick one of the above

TRADE & NEGOTIATIONS Players may at any time trade cards or make deals.

COMMAND CARD USES Command cards are discarded when played.

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A command card can be played to produce any of the following effects: Misinformation: Opponent must discard one random card. Spy: Look at opponents hand. Strategic Planning: Look at the next 1D10 cards in the deck. Tactical Superiority: Target unit gets one additional combat die this combat phase. Surprise: Defender can only defend with fleets already present at Sector. Ambush: Defender may defend with some or all of his fleets. Peace Talks: Opponent may not attack you this turn. Exceed Quotas: Gain 1D10-2 megacredits. Steal Secrets: Steal 1 random card from opponent on a roll of 1-6 on 1D10. Counter Espionage: Negate any use of a command card on a roll of 1-8 on 1D10. Military Sabotage: Opponent must put target fleet back in his hand on a roll of 1-3 on 1D10. Industrial Sabotage: Opponent loses 1D10-2 megacredits. Assassination: Kill target Leader on a roll of 1-3 on 1D10. Strategic Initiative: Get a second attack Phase this turn.

OPTIONAL ADVANCED SETUP RULE Each player starts the game with 3 random technological advances, 1D10 credits, and 1D5 cards.

GAME DESIGNERS NOTES If you are illustrating the cards, every card of each card type can easily have its own unique illustration (and subtitles and quotes). For example, you can depict 15 different Leaders or 15 different ships. This works well if each player is assumed to control a different species, or culture. For example: one player's illustrations may portray a reptillian race while his opponent's deck depicts a feline empire. Play using a Common deck can represent a civil war.

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GALAX INTRODUCTION Tactical Space Ship Combat Mayhem. Advanced Battleships.

MAP & CHITS Use a space hex grid which has all of the hexes numbered. Use chits to represent ships. Indicate the ships facing with an arrow. Each player should use chits of a different color. Playable with miniatures.

SHIPS TYPE Battlestation Dreadnaught Battleship Carrier Cruiser Destroyer Gunboat Fighter Squad Transport conditions

COST 8 7 6 5 4 3 2 1 1

MOVE 0 2 2 2 3 3 3 4 1

HITS 100 80 60 40 40 20 10 5 30

SHIELDS 12 6 5 4 3 2 1 0 0

WEAPONS 10 8 6 2 4 2 1 1 1

NOTES Can carry 10 Fighter Squads Can carry 6 Fighter Squads Also: Frigate Also: Escort, Scout Not Jump capable Use for scenario victory

SHIP DESCRIPTIONS Cost = Does not include cost of weapons Move = Number of spaces moved or hex facings turned Hits = Damage before ship is destroyed Weapons = Number of Weapon Systems that can be mounted A Battlestation can repair 1 hit per turn to itself or to a friendly docked (in same space) ship. Docked ships cannot attack.

WEAPON SYSTEMS NAME COST TYPE RANGE DAMAGE Laser 1 Energy 2/4/8 3/2/1D6 Rail Gun 1 Projectile 2/4/8 3/2/1D6 Mssle Launcher 1 Missile 12 Missile 1/6 Missile 12 4D6 Nuclear Missile 1 Missile 12 Destroyed A Missile Launcher can fire one missile per turn. Ranges of weapons used by fighters are half of those listed & fighters can only carry 6 missiles.

SHIELDS TYPE NEGATES Albedo Screen Energy Inertia Field Projectile Jammer Missile A shield negates one attack of the indicated

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type, and is then destroyed. Shields are included in the cost of the ship.

TURN SEQUENCE Players take turns. Each turn has 3 phases: 1. Write orders phase 2. Reveal orders phase 3. Resolve actions phase

WRITE ORDERS PHASE Write seperate orders for every ship you control. First write movement orders. Ships use movement points to move forward or to make a turn of one hex facing (60 degrees). Example: Fighter #3 moves 1-R-1-L. This means move it forward 1, then 1 right turn, then forward 1, then 1 left turn. Also write attack orders. Attacks are made from the last space entered. Indicate the weapon and the number of the space it is targeting. Weapons fire in all arcs. Example: Destroyer #2 attack with laser to hex 00435 and nuclear missile to 01667. Also indicate special orders such as docking. Players should have two minutes plus one minute per ship to write orders.

REVEAL ORDERS PHASE No orders or Incorrectly written orders result in the ship doing nothing.

RESOLVE ACTIONS PHASE All actions are simultaneous. Move ships first then resolve attacks. Attacks into empty hexes hit nothing. Attacks into hexes containing enemy units automatically hit a ship of the attackers choice. One Shield will absorb one attack of the appropriate type. Jammers negate missiles & nukes. Any attacks not absorbed by shields do damage. Nukes always destroy their target. Missles always do 4D6 Hits of Damage. At range 0-2 Energy & Projectile weapons do 3D6 Damage. At range 3-4 Energy & Projectile weapons do 2D6 Damage. At range 5-8 Energy & Projectile weapons do 1D6 Damage. Ships reduced to 0 or less hits are destroyed at the end of the turn.

SCENARIOS Training Simulator: Each side starts with 2 Escorts. Skirmish: 30 points to a side. Fleet Action: 100 points to a side.

ZOMULGUSTAR GALAX RULES VARIANTS Click here for a careful analysis of this game and what we can do about it.

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GALAXIAN TREK VARIANT A version for you Star Trek fans.

MEKATAC RULES VARIANT This suggestion was made by Matt R. at [email protected]: "...some friends and I have combined Mekatac and Galax. We use the hull sizes and costs from Galax but the weapons and combat rules from Mekatac. Works pretty well..." We call it Starmageddon

GAME DESIGNERS NOTES I know, Yet another space combat game... and a fuge is a variation on a theme. This one is a catchy tune. If you really liked this one, try Sea Battles.

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GALAXIAN TREK INTRODUCTION Version of Galax with a Star Trek Flavor. All rules are the same except for the following differences.

FEDERATION SHIPS Federation ships have double the number of Shields. Federation Fighter squads have one Shield.

KLINGON SHIPS All Klingon ships have a +1 Move Rating.

ROMULAN SHIPS Romulan ships can Cloak: A ships location is never revealed unless it was hit last turn.

GORN SHIPS Sturdy Gorn ships have an extra 50% Hits.

HYDRAN SHIPS Fighters cost 1/2 Point. You cannot have more points in Fighters than other ships.

KZINTI SHIPS Kzinti can ram other ships in the same hex. Damage to both ships = XD6 X = the starting hits of the smaller ship/10.

LYRAN SHIPS Lyran ships have double the number of Shields. Lyran Fighter squads have one Shield.

THOLIAN SHIPS All Tholian ships have a +1 Move Rating.

SHIELDS Basic Galax has 3 types of shields vs different types of attacks. In Galaxian Trek there is only one type of shield and it is effective vs all types of attacks.

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WEAPON SYSTEMS NAME Cost Range Damage Notes Phaser 1 8 1D6 All Races Boarding Party 1 1 6D6 All Races Disruptor 1 4 2D6 Klingons & Kzinti Launcher 1 Plasma Torpedoes 1/8 6 3D6 Romulans & Gorn Photon Torpedoes 1/6 4 4D6 Federation Drone Missiles 1/10 10 2D6 Kzinti Fusion Beams 1 4 1D6+2 Hydrans Fusion Bombs 1/2 4 5D6 Hydrans Tholian Web 1/5 5 * Tholians Expanding Sphere Generator 1/3 1/2/3 3/2/1D6 Lyrans Launchers are required for Missiles, Torpedoes, Bombs, Generators, and Webs. Ranges of weapons used by fighters are half of those listed. A ship hit by a Tholian Web has its Move reduced by 1 for 1D6 turns. Expanding Sphere Generators do damage to all ships in range. Boarding parties can only be used once.

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GALLIC WARS INTRODUCTION Card game for 2 players. One player is the Romans, the other is the Celts.

VICTORY Eight hands are played. If a player wins 3 consecutive hands he wins the game. If not the player who wins the eighth and last hand wins the game.

DECKS Each player has his own unique deck of 35 cards. Each deck contains 1 copy of each card in its card list.

CARD TYPES There are 4 basic card types: S = Strategy T = Tactics R = Resources M = Morale There are also 2 other types: L = Leader: Can be used as any one of the Basic card types. D = Disadvantage: Have a negative force value.

TURN SEQUENCE Each turn has 3 phases: Reinforcements Phase Strategy Phase Battle Phase

REINFORCEMENTS PHASE Each player draws a hand of 8 cards from their own deck. If a deck runs out, shuffle the discard & draw from it.

STRATEGY PHASE Each player may discard up to 4 cards & draw replacements.

BATTLE PHASE Players reveal their hands. Each card has a Force value of 3-10. Each player may count the Force from up to 2 cards of each of the 4 basic card types. (2 Strategy, 2 Tactics, 2 Resources, & 2 Morale) Disadvantage cards are always counted. Get the total Force of all cards that can be counted.

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Players compare Force totals. The player with the highest total wins the hand. Discard all cards at the end of the turn. CELTIC DECK CARD LIST ROMAN DECK CARD LIST Card Name: Type: Force: Card Name: Vercingetorix L 10 Caesar Commius L 5 Labienus Gauls R 10 Legions Tribes R 9 Centurions Walled Cities R 8 Professional Soldiers Chieftains R 7 Celtic Allies Warriors R 6 Outposts Warbands R 5 Engineers Miners R 4 Auxiliaries Archers R 3 Catapult Artillery Skill T 10 Elaborate Siege Works Charges T 9 German Horsemen Surprise Attack T 8 Rear Attack Counter Siege Tactics T 7 Tactical Fortifications Cavalry T 6 Contain & Repulse Sortie T 5 Reserves Night Attack T 4 Battle Plans Sword & Spear T 3 Pilum & Gladius Raiding Strategy S 10 Decisive Battle Guerilla Tactics S 9 Systematic Invasion Strategic Withdrawal S 8 Tribe by Tribe Scorched Earth S 7 Supply Lines Defensive Fight S 6 Campaigning Relief Force S 5 Forced March Druids S 4 Generals Scouts S 3 Spies Revolt M 10 Conquest Freedom Fighters M 9 Determination Roman Atrocities M 8 Discipline Courage M 7 Absolute Command National Unity M 6 Ambition Leadership M 5 Diplomacy Agreements M 4 Hostages Messengers M 3 Occupation Force Tribal Divisions D -2 Hostile Territory Women & Children D -1 Roman Politics

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GAMBLER INTRODUCTION Card & Dice game for 2+ players. Each player is a “Gambler” trying to win Big.

VICTORY The Winner is the first player to accumulate $5,000. If you ever loose all your money, you loose the game.

THE DECK Players share a common deck.

CARD TYPES There are five card types: C = Casino Game (Black Jack, Poker, Craps, & Roulette) Betting T = Race Track (Dogs, Horses & also Jai alai) Bets S = Sports (Baseball, Basketball, & Football) Bets W = Win cards X = Special cards

MONEY Use pennies. Each penny represents $100.

DICE Two six sided dice (2D6) are needed.

SETUP Players roll high on 2D6 to see who goes first. All players start with $1,000 dollars.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Draw Phase Bet Phase End Phase

DRAW PHASE Draw 2 cards from the deck.

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BET PHASE Play (discard) a Betting card (Casino, Track, or Sports) from your hand to make a bet. To resolve the Bet, roll on the Wager Table:

WAGER TABLE 2D6 2 3 4 5 6 7 8 9 10 11 12

Result Loose $500 (and so on) Loose $400 Loose $300 Loose $200 Loose $100 Break even Win $100 Win $200 Win $300 Win $400 Win $500 (and so on)

WIN CARDS Play (discard) win cards to modify the result of any roll made on the Wager Table. Some Win cards can only be used for certain types of bets (Casino, Track, or Sports).

END PHASE If you have extra bet cards in your hand, you can play them to make additional bets. You cannot make both Casino & Track bets in the same turn. You may make only one Track bet in a turn. You can make a maximum of 2 Sports bets in a turn. You may play Special cards in this phase. Max hand size is 5 cards. Discard excess cards.

CARD TYPE NOTATION C = Casino Game Betting T = Race Track Bets S = Sports Bets W = Win cards (use for any bet) WC = Win cards used only for Casino bets WT = Win cards used only for Track bets WS = Win cards used only for Sports bets X = Special cards

CARD LIST Card Name Big Score Racing Program Hedge Bet Horse Race Trotters Beg Borrow Steal Payday Pawn Off Track Betting

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Type W T W T T X X X X X S

Notes +3 to Bet Roll (Dogs or Horses) You loose no money on the target bet (Horses) (Horses) Gain 1D6 X $100 Gain 1D6 X $100 Gain 1D6 X $100 Gain 1D6 X $100 Gain 1D6 X $100

Bookie The Big Game College Sports Basketball Season Trifecta Win Place Show Quinella Kentucky Derby Fantasy Baseball Roulette Poker Face Five Card Stud Lotto Big Jackpot One Armed Bandit Super Bowl World Series Office Pool Last Call Jai Lai Dog Track Race Course Clubhouse Seating Matinee Day at the Races Winner takes all Sure Thing Indian Casino Poker Chips Craps Hot Table Lady Luck Card Shark Sick Gambler Change Dealers The House always Wins Wheel of Fortune Pass Line Snake Eyes Lucky Seven Full House Royal Flush Two Pairs Black Jack Hit Me Big Roller Private Game Card Counting Hot Streak Inside Tip Aces High Slots Cruise to Nowhere Twenty-One Beginners Luck Vegas Junket Friendly Game Football Season Greyhounds

S S S S WT WT WT WT WT T S C C C X W C S S S T T T T T T T WC W C C C WC W WC W WC WC C C WC W WC WC WC C C C C WC WC W WC C C C W C C S T

+5 to Bet +3 to Bet +2 to Bet +1 to Bet +4 to Bet (Horses)

Roll Roll Roll Roll Roll

(Roulette) (Poker) (Poker) Play as a Bet card +5 to Bet Roll

(Jai Lai) (Dogs) (Dogs or Horses) (Dogs or Horses) +3 to Bet Roll +1 to Bet Roll (Poker) (Craps) +1 to Bet Roll +2 to Bet Roll +2 to Bet Roll -3 to Bet Roll -2 to Bet Roll -4 to Bet Roll (Roulette) (Craps) -3 to Bet Roll +1 to Bet Roll +2 to Bet Roll +3 to Bet Roll +1 to Bet Roll (21) (21) (Poker or +2 to Bet +3 to Bet +3 to Bet +1 to Bet

(Craps only) (not for sports bets) (Poker only) (Poker only) (Poker only)

21) Roll (Poker or 21) Roll Roll (Not for casino bets) Roll (21 only)

(21) +3 to Bet Roll (Poker or 21)

GAME DESIGNERS NOTES This is based on the gambling practices of my father & uncles.

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GAMMA CHESS PREMISE: This plays like a cross between chess and backgammon

SET UP: Regular Chessboard and pieces plus two dice

OBJECT: Move all of your men to your opponents back row.

PLAY: Players take turns.

TURNS: At the beginning of your turn roll the two dice and consult the table below. This determines which pieces you can move. 1D6 Piece 1 Knight 2 Pawn 3 Rook 4 Bishop 5 King 6 Queen Example: If you roll 1 on one die and 4 on the other you must move one of your 8 pawns and one of your bishops. If you roll 1 and 2 you must move either two of your pawns or one of your pawns twice. If you roll a piece you no longer have, add one to your roll. If you have no queen go back to one.

MOVES: Pieces move as normal except that they can only go forward or sideways.

CAPTURING: A piece can only capture if it is moving forward. The captured piece is immediately put, by its owning player, in a square on its back row.

MOVING OFF: If you move one of your pieces onto your opponents back row remove it from the game.

SHORTER GAMES: The first person to move off his king is the winner.

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GAMMA WORLD INTRODUCTION Card Game based on the RPG Gamma World by TSR. GW is a trademarked property. This merely a fan site. You are a leader of a Gamma World Enclave. Recruit and equip your followers. Send your followers to capture ruins that will aid your cause.

THE DECK Players share a common deck.

VICTORY The game ends when all cards have been drawn from the deck. The player controlling the most location cards wins.

TURN SEQUENCE Players take turns. Each turn has 2 Phases: Action Phase Healing Phase

ACTION PHASE A player gets a base 2 Action Points (APs) on his turn. An AP can be used to do one of the following: 1. Recruit one Follower. 2. Draw one card from the deck. 3. Play an Item card. 4. Attack a Location. Some cards will provide additional APs.

RECRUIT A FOLLOWER Use a token to represent the Follower. You may attach any number of Mutation cards to the token just played. If no cards are attached the follower is considered to be a Pure Strain Human (PSH). If cards are attached, designate the follower as either a Mutant Human or Animal. The follower has a base Force = 1 and Hits = 2. Mutations increase Force and Hits totals. You may have a maximum of 6 Followers in play at one time.

DRAW ONE CARD FROM THE DECK You may have a maximum of 5 cards in your hand. Discard excess cards.

PLAY AN ITEM CARD 955

Attach equipment, weapon, armor, steed, and vehicle cards to your followers. A Follower can only have one vehicle or steed and one armor at a time.

ATTACK A LOCATION Play a Location card. All of your followers attack. Any one of your opponents may play a Foe card. Roll the indicated dice to determine the Starting Threat of the Foe. The Player rolls 1D6 for every point of force his followers have. Every roll of 1 reduces the Threat by one point. Simultaneously roll 1D6 for every point of opposing threat. For every roll of 1 by the threat one of your followers loses 1 Hit. Roll 1D6 for each hit to see which of your followers takes the damage. The Steed of a Follower takes damage first. Keep track of hits by putting damage counters on the followers and Threat card. Followers & Steeds reduced to 0 Hits are killed. Repeat this process until the followers retreat or one side is killed off. If the Threat is eliminated the Followers gain control of the location. It becomes part of the players growing post-apocalyptic empire. Note that Armor cards provide Hits. Armor reduced to 0 Hits is destroyed. Armor always loses hits before followers. If the followers retreat or are destroyed discard the location and the threat.

HEALING PHASE All your followers (not Armor) remove one damage counter each. Cards with the heal property allow you to remove an extra 1D6 counters.

BREAKDOWN RULE Roll 1D6 for every time a weapon, equipment, or vehicle is used. On a roll of 1 that item is discarded (used up, broken, out of power, ammo).

WEAPON CARD LIST Card Name: Vibro Dagger Vibro Blade Energy Mace Stun Whip Needler Slug Thrower Stun Ray Pistol Stun Ray Rifle Laser Pistol Laser Rifle Gas Grenades Energy Grenades Frag Grenades Photon Grenades Mk V Blaster Mk VII Blaster Rifle Micro Missile Small Damage Pack Torc Grenades Fusion Rifle Mini Missile Matter Bomb Black Ray Pistol

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Force +1 +1 +1 +1 +2 +2 +2 +2 +2 +2 +2 +3 +3 +4 +3 +3 +3 +3 +5 +4 +4 +6 +5

Notes:

No effect on Robots/Androids

No effect on Robots/Androids

One Use Only

One Use only No effect on Robots/Androids

ARMOR CARD LIST Card Name: Sheath Armor Plastic Armor Inertia Armor Energized Armor Powered Plate Armor Powered Scout Armor Powered Battle Armor Powered Attack Armor Powered Assault Armor

Hits 3 3 4 4 5 5 6 6 7

Force +1 +1 +1 +2

VEHICLE CARD LIST Card Name: AP Turbine Car +1 Hover Car +1 Flit Car +1 Environmental Car +1 Bubble Car +1 Anti-Gravity Sled +1 Vehicles give you one extra AP every turn.

STEEDS Card Name: Centisteed Podog Brutorz Hopper

Hits 3 2 3 3

Force +2 -

AP +1 +1 +1 +1

EQUIPMENT CARD LIST Card Name: Rejuv Chamber Life Ray Medi-Kit Mind Booster Stim Dose Solar Energy Cells Atomic Energy Cells

Notes: Heal Heal Heal AP +1 once per turn Force +1 and Hits +1 Discard to negate a Breakdown result Discard to negate a Breakdown result

EVENTS Card Name: Notes: Healers* Heal Archivists* Put item card from discard into your hand Seekers* Destroy Target Item Brotherhood of Thought* Discard target Follower (controller may keep items) De-Evolution Destroy Target Mutation Precognition Look at next 2D6 cards in deck Telepathy Look at opponents hand Latent Mutation Attach a mutation card to one of your followers Radiation Attach a mutation card to one of your followers Encroach Attack an opponents location. He may defend with his followers Repairs Put item card from discard into your hand Gene Pool Put mutation card from discard into your hand Wasteland Opponent must discard 1D6 cards. Yexil Trader Put a equipment or weapon card from the discard into your hand

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Event cards are used once and are then discarded. * = Cryptic Alliance

MUTATION CARD LIST Card Name: Heat Generation Increased Speed Light Generation Radiated Eyes Shapechange Sonic Attack Wings Cryokinesis Molecular Disruption Pyrokinesis Telekinesis Illusion Generation Light Wave Manipulation Electrical Generation Magnetic Control Mental Blast Mental Control Life Leech Gas Generation Chameleon Power Heightened Senses Density Control Multiple Body Parts New Body Parts Quills/Spines Absorption Total Carapace Repulsion Field Physical Reflection Force Field Generation Regeneration Teleportation Time Field Manipulation Genius Capability Defect

Force +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2

Notes

–2

+2 +4 vs Robots & Androids +4 vs Robots & Androids +0 vs Robots & Androids +0 vs Robots & Androids +0 vs Robots & Androids +0 vs Robots & Androids Hits +2 Hits +2 Hits +2 Hits +2 Hits +2 Hits +2 Hits +4 Hits +4 Hits +4 Hits +4 Hits +4 Heal +1 AP once per turn +1 AP once per turn +1 AP once per turn Attach to opponents follower when recruited

Threat 2D6 3D6 4D6 5D6 4D6 2D6 2D6 2D6 2D6 2D6 2D6 4D6 2D6 2D6 2D6 2D6 2D6 3D6 3D6

Notes: Robots Robots Robots Robot Power Suit Swarm of Carnivorous Winged Worms Enormous White Mutated Tree Half Man-Half Snake Intelligent Flying Radioactive Fungus Dual Brain 4-armed Humanoids Mass Mind Bunnies with Guns Militant Psychic Mutants Mutant Medieval Badgers Powerful Burrowing Land Shark Teleporting Poisonous Beetles Telekinetic Life-leeching Dog-men Robot-Men hybrids Pure Strain Human Supremacists Technologists

+1 +1 +4 +4 +4 +4 +1 +1 +1 +1 +1 +1 -

FOE CARD LIST Card Name: Security Robotoids Defense/Attack Borg Warbot Death Machine Gamma Knight Blight Narl Ep Hissers Obb Orlen Hoops Serf Brigade Badders Sep Zarn Arks Cyborgs Knights of Genetic Purity* Restorationists*

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Zoopremists* Ranks of the Fit* Entropists (Red Death)* Followers of the Voice* Radioactivists* The Created* The Iron Society* * = Cryptic Alliance

4D6 4D6 2D6 5D6 4D6

Mutant Animal Supremacists Napoleonic Mutant Animals 3D6 Anarchists 2D6 Computer Worshipers Worship Radiation Android Supremacists Mutant Supremacists

LOCATION CARD LIST Card Name: Notes: Think Tank AP (Action Points) +1 to draw cards only Communications Facility Hand size +1 Military Installation Deploy all Weapons in your hand immediately Agri-Dome Maximum number of Followers +1 Aqua-Base Maximum number of Followers +1 Food-Processing-Plant Maximum number of Followers +1 Hydroponics Farm Maximum number of Followers +1 Biomorphic Biosphere AP +1 to recruit followers only Residential Megastructure AP +1 to recruit followers only Recreation Sportsplex AP +1 to recruit followers only Missile Silo Launch Neutron missile: Destroy target location Mining Operation Hand size +1 Nuclear Power Plant Hand Size +1 Space Port AP +1 to Attack Locations only Medical Center Heal Bunker System Deploy all Weapons in your hand immediately Weapons Lab AP +1 to play Weapon cards only Armory AP +1 to play Armor cards only Industrial Complex AP +1 to play Vehicle cards only Research Laboratories Deploy all Equipment in your hand immediately Robotics Factory AP +1 to play Equipment cards only Note: Deploying (Playing) cards immediately is a one time event. The Neutron Missile can be used only once. Wolf's Gamma World Gamma World Links Gamma World Files

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GANGS OF NEW YORK SKIRMISH

INTRODUCTION Board & Dice Game for 2 players Dead Rabbits vs Bowery Boys. Simulation of an all out Street Melee between two rival NY urban gangs circa 1864.

DISCLAIMER Gangs of New York is a copyrighted, licensed property. This is merely a fan site.

VICTORY Kill your opponents Leader.

MEN Each player gets a set of 16 men: 8 Knifers 7 Axers 1 Leader

COUNTER SET & BOARD INCLUDED!!!!!!!!!!!!!!! Thanks Janne. Great stuff. Click here for set.

THE BOARD Use a 6 x 8 grid (Cut-down Chessboard).

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SETUP Place your men in your last 2 rows, like thus: RRRRRRRR RRRRRRRR EEEEEEEE EEEEEEEE BBBBBBBB BBBBBBBB R = Red Gang B = Blue Gang E = Empty Space

DICE 10 six sided dice are needed.

TURN SEQUENCE The turn is divided into 3 phases: Initiative phase Dice Phase Melee Phase

INITIATIVE PHASE Both players roll 1D6. High roll wins Initiative. Reroll ties.

DICE PHASE Both players roll 5 dice.

ROLL RESULT TABLE 1D6 1 2 3 4 5 6

Result: One knifer may kill an opponent in an orthogonally adjacent space One Axer may kill an opponent in a diagonally adjacent space Your Leader may kill an adjacent opponent Move one of your men one space in any direction Move one of your men two spaces in any direction Move one of your men like a knight in chess

MELEE PHASE Take turns using one roll at a time. The Initiative winner goes first A Leader must be hit (“Killed”) four times before he is finally killed. Men cannot stack. Only one man per space.

LINKS http://www.upcomingmovies.com/gangsofnewyork.html http://www.gothamgazette.com/article/feature-commentary/20021223/202/162 http://www.imagesjournal.com/2002/reviews/gangsny/text.htm

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http://news.nationalgeographic.com/news/2003/03/0320_030320_oscars_gangs.html http://www.geocities.com/arnzilla/home.html http://herbertasbury.com/gangsofnewyork/

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GENGHIS KHAN INTRODUCTION Solo card game. 13th Century Asia: Take the role of Genghis Kahn: Expand the Mongol Empire as far as you can in all directions.

GAME END The game ends at the end of 21 turns. This represents the death of Genghis in 1227.

VICTORY Count the number of Foe cards you have captured at the end of the game: this is your base score. For each Foe Deck you have captured completely, add 10 points to get your final score. (A perfect score would be 100)

THE DECKS There are 6 decks: Deck: Cards: Type: Khan 100 Mongolian Unification 20 Foe Russia 20 Foe Khwarizm 20 Foe Xi Xia 20 Foe Jin Empire 20 Foe Cards in Foe decks represent enemy armies, cities, riches and regions. Cards in the Khan deck represent armies, generals, wealth and tactics. Each Foe deck has 2 of each card listed in its card list.

SETUP Shuffle each of the decks separately. Take each Foe deck and lay it out, so all 20 cards are face up, (partially covered by the one above it) in a row, in random order.

TURN SEQUENCE Each turn has 3 phases: Horde Phase Conquest Phase Logistics Phase

HORDE PHASE Draw 5 cards from the Khan deck and put them in your hand.

CONQUEST PHASE 963

Launch an attack at any one of your Foes. Play (discard) cards from your hand to capture the top card of the foe deck. Each card has a Force value. The force value of your Card(s) played, must Equal or exceed the force of the top card. Discard Khan cards you play. Keep captured Foe cards in separate Conquest piles. Note: The Mongolian Unification Deck must be completely captured before any of the other Decks can be attacked.

LOGISTICS PHASE Max hand size is 6 cards. Discard excess cards.

KHAN DECK CARD LIST Card Name Temujin Ordained by Tengri Great Destiny Master of the World United Mongols Steppe Nomads Enormous Army Overrun Sedentary Societies Ravage Cities Skilled Horsemen Whirlwind of Destruction Mongol Rampage Ruthless Killing Foreign Troops City offers no Resistance Taxes & Tribute Looting & Pillaging Enslaved Artisans Cavalry Human Shields Captured Civilians Herd of Spare Mounts Flaming Arrows Mangonels Catapults Hurl Flaming Vessels of Oil Hurl Diseased Bodies Level the City Walls Mongol Destruction Leather Horsehide Armor Small Leather Shield Stirrups Composite Bow Quivers of Arrows Hooked Lance Sword & Mace Saber and Dagger Thick Silk Tunic Whistling Arrowheads Siege Warfare Shoot to the Rear Four Remounts The Great Mongol Hunt Born to the Saddle Bactrian Camels Mobile Force Superior Force Conquered Swear Fealty

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Force 2 1 9 10 7 3 6 5 4 8 9 8 7 5 10 1 2 3 6 4 2 8 7 5 6 4 3 9 10 1 3 10 8 7 5 4 2 1 6 9 5 7 2 6 1 4 10 9

Merciless 8 Small & Sturdy Ponies 3 Tradition of Warfare 1 Great Raids 5 Women Warriors 2 Superb Marksmen 8 Archery 7 Meat, Milk & Blood 3 70,000 Horse Archers 10 Fire Six Arrows a Minute 6 Disciplined Force 9 Hostages 4 Experienced Commanders 6 10,000 Man Personal Guard 1 Feign Withdrawal 8 Tricks 4 Capture Enemy Commanders 5 Kill Pursuers 7 Attack Weak Regimes 9 General Jebe 10 Shoot at Full Gallop 3 Chinese Bombardiers 2 Enemies offer Treasure & Brides4 Hurl Hundred pound Stones 1 The Punishment of God 10 Punitive Campaign 3 Mongol Onslaught 9 Sack & Massacre 5 Rumors & Terror 8 Avenge Insult 6 Envelopment 7 Split Forces 2 Cross Wastelands 3 Psychological Warfare 7 Put to the Sword 4 General Subedei 10 Audacious Commanders 8 Reconnaissance in Force 2 Vanquish Armies 6 Cause Rout 9 Smoke Screen 1 Fear & Confusion 5 Unleash River 5 Fierce Battles 6 Power & Wealth 7 Enemies Surrender 9 Intrepid Butcher 8 Cruel Genius 10 Son Jochi 3 Son Chaghatai 2 Son Ogodei 4 Son Tolui 1

MONGOLIAN UNIFICATION DECK CARD LIST Card Name Tartars Merkits Blood Brother Jamuqua Lesser Mongol Tribes Army of Toghril Naimans Great Assembly Gobi Desert Karakorum

Force 10 6 8 4 7 9 1 2 3

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Buryats

5

RUSSIA DECK CARD LIST Card Name Prince Yuri Georgia Turkic Tribes Caucasus Mountains Russian Steppe Kiev Galacia Rostov Large Army Russian Principalities

Force 1 5 4 3 2 9 7 8 10 6

KHWARIZM DECK CARD LIST Card Name Samarkand Shah Muhammad Large Army Kara-Khitai Kuchlug Bukhara Urgench Nishapur Jalal ad-Din Garrisons

Force 7 9 8 4 3 5 6 2 10 1

XI XIA DECK CARD LIST Card Name Fortified Capitol Tanguts Tibetan People Walled Cities Raiders Royalty Mountain Pass Large Army Emperor Xiangzong The Mysterious Kingdom

Force 10 1 2 7 6 3 8 9 5 4

JIN EMPIRE DECK CARD LIST Card Name The Silk Road Jin Emperor Jin Dynasty Great Riches Jurchen Large Army 40 Foot Walls Elite Troops Zhongdu Juyong Pass

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Force 3 6 5 1 2 7 10 4 9 8

GEONOSIS ARENA SKIRMISH INTRODUCTION Board & card game for 2 players. Battle between Jedi knights & Federation allies on Genosis. Takes place in the Star Wars Universe (Episode II). Each figure represents a Hero, Jedi, Creature or Unit of Troops.

DISCLAIMER ‘Star Wars’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY The game ends after you go through the deck twice when Yoda and The clone trooper gunships arrive. The player who has killed the most opposing units wins.

THE MAP Use an 8x8 chessboard.

FIGURES Use chits or miniatures to represent units.

UNITS TABLE NOTATION # = Number of that type of unit each player has in setup. Move = The types of Move Cards the unit can use. Range = The types of Attack Cards the unit can use.

JEDI UNIT TABLE Name Anakin Skywalker Obi-Wan-Kenobi Padme Amidala Mace Windu Jedi Knights Notes:

# 1 1 1 1 6

Hits 3 3 3 3 2

Move 1-3 1-3 1-3 1-3 1-3

Notes Hero, Hero, Hero, Hero, Jedi

Jedi Jedi Blaster Jedi

FEDERATION UNIT TABLE Name Count Dooku Jango Fett Geonosians Battle Droids Super Battle Droids Droidekas

# 1 1 6 8 4 2

Hits 3 3 1 1 2 3

Move 1-3 1-4 1-4 1-2 1 1-3

Notes Hero, Jedi Hero, Blasters, Flyer Blasters, Flyers Blasters Blasters Blasters

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Notes:

CREATURE UNIT TABLE Name Reek Acklay Nexu Notes:

# 1 1 1

Hits 4 3 2

Move 1-3 1-3 1-3

Notes Massive Horned Bull like Creature Clawed Mantis like Creature Saber Tooth Tiger like Creature

SETUP Each player places one unit on each square of his back three rows. Units may not stack. In the center 4 squares place the 3 Creatures.

TERRAIN Some spaces may contain pillars. Units cannot move or attack through pillars.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Draw Phase Move Phase Fight Phase

DRAW PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units. Units cannot move through other units except for Flyers. The move card has a number. This is the number of spaces the unit moves. The Unit tables list what type of Move cards each unit can use. Moves are diagonal or orthogonal. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card. Any player can move a “Creature”.

FIGHT PHASE Play (discard) an Attack card to have a unit attack.

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The attack card has a number. This is the range of the attack. Attacks are diagonal or orthogonal. The enemy unit that is the target of the attack takes one hit of damage. Units with zero hits are killed and are removed from the map. Units cannot attack through other units. Any player can attack with a “Creature”.

CARD LIST NOTATION Type = Purpose of card # = Number of that type of card in the deck K = as a Knight would move in Chess User = What type of units can use the card M = Movement A = Attack D = Defense J = Jedi B = Blaster H = Hero C = Creature Y = Any unit can use the card F = Flyer

CARD LIST Card Name: Light Saber Deflect Blaster Telekinetics Jedi Defense Heroic Defense Short Range Medium Range Long Range Extreme Range Walk Advance Run Fly Pounce

# 6 2 2 6 4 4 3 2 1 6 5 4 3 3

Range 1 2 3 1 2 3 4 1 2 3 4 1

Type A A A D D A A A A M M M M A

User J J J J H B B B B Y Y Y F C

CARDSET & COUNTERSET DOWNLOADS Slick stuff by Jörg Hansen: GEONOSIS

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GERRYMANDERING DEFINITION Gerrymandering means changing district lines in order to benefit one political party.

LINK Gerrymandering has been published in the online Winter 2000 issue of the ACADEMIC GAMING REVIEW

INTRODUCTION Players take turns changing the district lines in order to win the election.

EQUIPMENT Players will need: Six sided dice (1D6) Map: 10 X 10 Grid. Each square represents a city block. Chits: tiny cardboard counters. (Blocks & District Markers)

MAP SETUP Randomly place 100 Block chits on the map, one chit per space.

BLOCKS Each block is described by a chit. Before playing the first game players will have to make 100 chits. Each block chit has 4 variable characteristics that describe it. These include: Income, Party, Race, and Issue.

INCOME TABLE 1D6 1-2 3-4 5-6

Income High Medium Low

Abbreviation H M L

PARTY TABLE 1D6 1-3 4-6

Party Democratic Republican

Abbreviation D R

RACE TABLE 1D6 1

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Race Black

Abbreviation Black

2

WASP

3 4 5 6

European South American Caribbean Oriental

WASP Euro SAmer Carib Orient

ISSUES TABLE 1D6 1 2 3 4 5 6

Issue Taxes Roads Healthcare Crime Education Environment

Abbreviation Tax Road Heal Crime Edu Envir

MAKING BLOCK CHITS Each Block has exactly one randomly determined income, party, race, and issue. Use the abbreviations when writing on the chits: On the upper left hand corner of the chit write the income. On the upper right hand corner of the chit write the party. In the middle of the chit write the race. On the bottom, write the issue.

SETUP CANDIDATE Each player has a candidate that is running for office Each candidate has the following 8 profile characteristics: 1. Income: Determine on the Income Table 2. Party: Determine on the Party Table 3. Race: Determine on the Race Table 4. First Allied Race: Determine on the Race Table (must be different from #3 on this list) 5. Second Allied Race: Determine on the Race Table (must be different from #3 & #4) 6. Primary Issue: Determine on the Issue Table 7. Second Issue: Determine on the Issue Table (must be different from #6) 8. Third Issue: Determine on the Issue Table (must be different from #6 & #7)

PLAYING THE GAME After setup the game has 4 phases: 1. District lines are drawn 2. District lines are redrawn 3. Census 4. Election

DISTRICT LINES ARE DRAWN Players take turns. Roll high on 1D6 to determine who goes first. In the first part the District lines are drawn. There are 50 District Markers (Blank Chits). They are all the same. The first player places 1D6 markers on the map, one per block. The very first marker may be placed on any one of the 9 center squares. All other markers must be placed on a block adjacent to another marker. Adjacent means side by side, not diagonal. The next player places 1D6 markers, then the next, and so on. This continues until all 50 markers are placed.

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Everything under a marker is part of the voting district.

DISTRICT LINES ARE REDRAWN In the second part the District lines are redrawn. Turns continue from where they left off. The game will continue for another XD6 turns. X = number of players. On a players turn he may move 1D6 markers. A marker cannot be moved if it is adjacent to 3 or more markers. A marker cannot be moved if this action separates the district into 2 or more isolated parts. A removed marker can then be placed back on the map adjacent to any other marker. After this then a census is taken of the district

THE CENSUS Take the 50 blocks in the district and count the number of each variable. For example: The district may have contained: 16 High income blocks, 19 middle income, and 15 low income; 27 Democrats and 23 Republicans; 9 Blacks, 8 WASPs, 6 Europeans, 10 South Americans, 8 Caribbean's, and 9 Orientals; 10 Taxes, 6 Education, 10 Roads, 9 Health care, 7 Crime, and 8 Environmentalists.

THE ELECTION Calculate votes for the candidates: 1. For each matching Income block get 2 votes. For example: A High income candidate would get 32 votes for 16 High income blocks in the district but no votes for middle and low income blocks. 2. For each matching Party block get 1 vote. 3. For each matching Race block get 3 votes. 4. For each matching First Allied Race block get 1 vote. 5. For each matching Second Allied Race block get 1 vote. 6. For each matching Primary Issue block get 3 votes. 7. For each matching Second Issue block get 2 votes. 8. For each matching Third Issue block get 1 vote.

VICTORY The player with the most votes at the end of the game is the winner. And your next elected official.

VARIATIONS For a smaller game play on an 8 X 8 map and use 32 District markers. Pick your candidates characteristics instead of generating them randomly.

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GETTYSBURG INTRODUCTION American Civil War card game for 2 players. Gettysburg: 1-3 July, 1863. The biggest battle ever fought on the soil of North America.

THE DECK The deck contains 52 cards, one of each on the card list. All cards are shuffled together into a single common deck.

SETUP One side is the Union, the other is the Confederacy.

VICTORY The first player to win 5 rounds is the winner.

TURN SEQUENCE Players take turns(rounds). The Rebel player goes first. Each turn is divided into 3 phases: 1. Plan Phase 2. March Phase 3. Attack Phase

PLAN PHASE Both players may discard some, none, or all of their cards. Players draw cards to fill their hands to a maximum of 6 cards. If the deck ever runs out of cards, shuffle the discard pile and draw from it.

MARCH PHASE Both players may discard some, none, or all of their cards. Players draw cards to fill their hands to a maximum of 6 cards.

ATTACK PHASE The Union player may only play Union cards. The Confederate player may only play Confederate cards. Either player may play cards of the "Either" type. Played cards are played face up on the table. All played cards are all revealed simultaneously by both players. The current player may play one location card if he has one. Each player may play one officer card. Each player may play one military unit card. Players may play up to two battle cards each. Each player adds up the Force values of his cards.

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The player with the higher total wins the round. The Union player wins all ties. All played cards are discarded.

CARD LIST NOTES U C E O B M L

= = = = = = =

Union Confederate Either Officer Battle Military Unit Location

CARD LIST Type O B O O O L M L M O O M O M O O M L L M B B O O L L L O M O M L L L B L B B O B B O B B O B B

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Side U U C C U U C C U C U C C U U U U C U U U C U U U U U C C U U C C C C U C U U U C U U U C U E

Force 3 1 6 5 4 4 6 3 3 3 2 6 1 3 2 1 3 2 3 3 1 1 2 2 2 3 1 2 6 1 3 3 3 4 3 1 2 2 2 3 6 2 2 4 3 4 2

Card Name Brigadier General John Buford Spencer repeating carbines General Robert E. Lee Major General Jeb Stuart Major General George Meade Cemetery Hill Confederate 3rd Corps Seminary Ridge Union 1st Corps General Ambrose P. Hill General Abner Doubleday Rebel 2nd Corps General Richard Ewell Federal 11th Corps General O. O. Howard General Shimmelfennig Federal 3rd Division Lutheran Seminary Culps Hill Union 1st Cavalry Division Springfield Rifle Musket Enfield Rifle Major General John Reynolds Major General Winfield Scott Hancock Cemetery Ridge Little Round Top Big Round Top Lieutenant General James Longstreet Confederate 1st Corps General Daniel Sickle Union 3rd Corps The Peach Orchard The Wheatfield Devils Den Confederate Sharpshooters Trostle Farm Smoothbore 12-pounder Parrot 10-pounder Brigadier General Gouverneur Warren Army of the Potomac Army of Northern Virginia Brigadier General John Gibbon Surprise offensive Longstreet's hesitation Major General George Pickett Pickett's charge Barrage

B O B O B

E C C U U

2 2 3 1 2

Bombardment Brigadier General Lewis Armisted Rebel Yell Brigadier General George Armstrong Custer Union Field Batteries

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GLADIATOR SCHOOL INTRODUCTION Supplemental meta-game for Gladius. Players are masters of their own gladiator schools. Buy them, train them, and send them to the arena.

EQUIPMENT Six sided dice. Paper. Pencils. Use coins to represent Gold.

SETUP Players start with 50 gold and 1 Gladiator.

VICTORY The player with the most Fame points after 20 turns wins.

TURN SEQUENCE Each turn has 7 Segments: 1. Slave Segment 2. Auction Segment 3. Arena Segment 4. Combat Segments 5. Earnings Segment 6. Training Segment 7. Reputation Segment

SLAVE SEGMENT 1D6 New gladiators become available. Roll up starting Attributes/Stats for each gladiator.

AUCTION SEGMENT Players bid for each slave in turn. All bidding is verbal and simultaneous. The highest bid wins. Only the winning bid pays. Minimum bid for any Gladiator is twice his Experience. Large Gladiators cost 2 gold extra. Any Gladiators not bought are discarded.

ARENA SEGMENT Decide which of your gladiators are going to fight this turn. All gladiators fight individually against another gladiator. A gladiator may only fight in one match per turn. Players pair up their gladiators with opponent's gladiators.

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Pairing may be random or arranged. Resolve the combats one pair at a time using the Gladius Rules. If a gladiator loses and did not reduce his opponent to 5 or less hit points, he is killed (Thumbs down.) If a gladiator loses but did reduce his opponent to 5 or less hit points, he is spared (Thumbs up.) Any Gladiator reduced to 5 or less hits is wounded and must heal for the rest of the turn. If a Gladiator is reduced to 0 hits roll 1D6: 1 Mortal Wound: He dies anyway. 2 Maimed: Early retirement. 3 Lame: Lose 1D3 Attribute points or hit points permanently. 4 Shame: Lose 1D3 levels of Charisma. 5 Badly Hurt: Cannot fight next turn 6. Gets off Lucky. Roll of 3 & 4 also cannot fight next turn. A gladiator that was not paired up due to a lack of opponents will fight the animals this turn.

EARNINGS SEGMENT Earn 4D6 gold for Earn 2D6 gold for Earn 2D6 gold for Pay 5 gold upkeep Players may trade

each Match you win. each Match you lose. each gladiator fighting animals this turn. for each Gladiator you own. Gladiators.

TRAINING SEGMENT Roll 1D6 for each of your gladiators: Roll 1-3: nothing Roll 4-6: the gladiator gains an experience point. Subtract 1 from roll if the gladiator is old. Add 1 if you spend 5 gold for extra training. Add 1 if the gladiator won a match this turn. Add 1 if he defeated a superior foe this turn. Subtract 1 if the gladiator has 10+ experience. Subtract 2 if the gladiator has 15+ experience. Subtract 3 if the gladiator has 20+ experience. Subtract 2 if the gladiator is healing this turn. Each time a gladiator gains an experience point, roll once on the Stat table. The gladiator gains one level in that Stat.

REPUTATION SEGMENT Award Fame points (FPs) at the end of each turn. 1 FP for the most gold 1 FP for the most gladiators 1 FP for each match you win 1 FP for the Gladiator with the most Experience* 1 FP for the Gladiator with the most Charisma* * These count only if they fought this turn.

GLADIATOR ATTRIBUTES For each new gladiator determine the following attributes: *Name *Nationality Roll 1D6: 1. Roman

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2. Greek 3. Spanish 4. Gaul 5. Arab 6. African *Age Roll 1D6: 1-2. Younger 3-5. Prime 6. Older *Size Roll 1D6: Notes 1-2. Small 3-4. Average 5-6. Large +1 level of Strength *Previous Career Roll 1D6: Notes 1. Criminal 2. Slave 3. Prisoner Cannot be of Roman Nationality 4. Servant 5. Soldier Minimum starting experience = 4 6. Citizen Minimum bid +2D6 gold *Starting Abilities Each new gladiator starts with 1D6 Experience Points. *Fighting Style

1D6 1. Secutor 2. Retiarius 3. Thracian 4. Murmillo 5. Dimachaeri 6. Samnite *Match Wins All new gladiators start with 0 Match wins. For each 2 wins a Gladiator has, his Charisma increases 1 level.

STATS All Gladiators start with 0 levels in each of the 6 Stats. For each experience point roll 1D6 on the Stat table. The Gladiator gains 1 level in that Stat.

STAT TABLE 1. 2. 3. 4. 5. 6.

Strength Skill Endurance Prowess Reflexes Charisma

STRENGTH For each level of strength, the gladiator will do 1 extra point of damage on a roll of 1 on 1D6 whenever he hits for damage in combat

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SKILL For each level of skill, the gladiator gets to draw 1 extra card in Maneuver Phase on a roll of 1 on 1D6.

ENDURANCE For each level of endurance, the gladiator Gets 1 additional hit point.

PROWESS For each level of prowess, the gladiator will negate an opponents defense card on a roll of 1 on 1D6 whenever he hits in combat.

REFLEXES For each level of reflexes, the gladiator will negate an opponents attack card on a roll of 1 on 1D6 whenever he is hit in combat.

CHARISMA For each level of Charisma, the gladiator will generate an additional 1D6 gold revenue in earnings phase if he fought this turn.

FIRST BLOOD OPTIONAL RULE The very first time a gladiator is put in the ring roll 1D6: 1. Coward: He is automatically killed 2-5. No effect 6. Blood Lust: He immediately gains 1 Experience point.

PREMADE STARTER GLADIATORS Make up 40-50+ new gladiators. Write their attributes on cards. During auction phase, instead of rolling up new gladiators draw cards. The benefit being you can reuse the cards from game to game.

VOW OF THE GLADIATOR "I submit to being burned, chained, beaten, and killed with an iron weapon."

GLADIUS CARDS Thank you Zak ([email protected]) for posting your Gladius Support Page at: http://digilander.iol.it/zak965/gladius/ Contains Card Set for Gladius. Great Artwork. Check this one out!

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GLADIUS MINIATURES VARIANT by Patrick H. Lewis Introduction: These rules were designed to be used in conjunction with the Gladius card game and its supplement Gladiator School by Lloyd Krassner. They provide a way of using miniature figures to show the relative distance between the fighters and give the game a little more color and realism with only a moderate increase in complexity. The only extra equipment need for this variant are miniatures representing the gladiators and a rectangular card (the Display) that is divided into three equal parts across its length. The divisions of the card should be big enough to hold two figures. The card I use for my 28mm figures is 4 1/2" long and 1 1/2" wide (12cm x 4cm). It is divided into 3 squares 1 1/2"x 1 1/2" (4cm x 4cm). In place of miniature figures, counters, coins, pawns, salt and pepper shakers or any other suitable markers may be used just as long as the players can distinguish one marker from the other. How the Display Is Used: All of the rules of the original game are used, but with the following modifications: At the start of the game the figures are placed at opposite ends of the card facing each other. During the Maneuver Phase , after drawing and, if necessary, discarding a card, the player may announce that he is "closing" with his opponent, i.e. moving one space closer to him. If the space the gladiator wishes to move into is empty, he may play either an Attack card or a Defense card that he is capable of using, but if the space is occupied, he must play an Attack card and that card will be used in the following Attack Phase. A player may only make a "closing" move toward his opponent, not away from him. The selected card is placed face up on the table. A card that isn’t going to be used in the Attack Phase is placed on the discard pile. A card that is going to be used in the Attack Phase remains in front of the player. During the Attack Phase, those fighters armed with a sword or a dagger may only attack if their opponent is in the same space. The retiarius (who was the inspiration for this variant) may attack at a distance. If a fighter "closes" with his opponent and enters the same space , he will inflict one less damage point than usual if he has a successful attack. A retiarius that "closes" to a space adjacent to his opponent may use the Trident Thrust attack card and attack from that position, but likewise suffers a one point reduction in damage. No attack can be reduced to less than one point of damage. Fighters that do not move on the Display inflict the full amount of damage points if they have a successful attack. The Retiarius The retiarius may use the Cast Net card when he is one or two spaces away from his opponent. ( If the retiarius uses the Cast Net card in the same space as his opponent, players should visualize that he is swinging the net to trip or otherwise hinder his opponent.) He may use the Trident Thrust card when he is one space away or in the same space as his opponent, however, if he is in the same space, the amount of damage is reduced to one damage point due to the difficulty of wielding the trident effectively at very close range. He may only use the Dagger card if he is in the same space. The Withdraw card can be used by the retiarius in his opponent’s Attack phase even if he is not attacked. The card is played and the retiarius may move one or two spaces. (If the retiarius is moved two spaces, simply place the figures at opposite ends of the card.) If his opponent has the Reflexes Attribute, check to see if the card is negated. If the card has been negated, the retiarius may not move and the card is discarded. (Players should visualize that even though an attack wasn’t made, the opponent was able to react quickly enough to maintain the relative distance between the combatants.) If the card wasn’t negated, the retiarius may move one or two spaces away, however, if the he has taken 5 or more hits, he may move only one space. The retiarius may also move one space away from his opponent if he was attacked and has successfully defended himself using a Leap or Dodge card, however, if he has taken 5 or more hits, he may not be moved. Other Gladiators

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The secutor, thracian, dimachaerus, murmillo, and samnite may use the Leap and Dodge cards in the same manner as the retiarius. (see above) In addition, the thracian may also use his Fleet Footed cards. The restriction on movement in regard to the number of hits applies as well. Other Cards All of the other attack cards that may be used by both players (exception: Sand in Eyes) can only be used if the fighters occupy the same space. The Sand in Eyes card may be used in the same space or one space away from an opponent. Dear Lloyd, I'm still plugging along on the playtesting, and I haven't settled on the card selection for the Hoplomachus and the Provocator. The Provocator may be redundant, since he seems to me to be very much like a Murmillo or a Samnite. The Hoplomachus, on the other hand, seems to be a lot like a Thracian but armed with a spear, and would have rules regarding the use of the spear that would be similar to the trident. I'm having some second thoughts about the reduction in the Retiarius' damage points when he attacks with the Trident Thrust card in the same square as his opponent. I think that reducing it to 1 point may be a bit too severe. So far, it hasn't been a huge factor in the game, but I did want to give the Retiarius player some incentive for keeping his distance. (As if there weren't enough already?!) I think my rationale for the penalty is sound enough, though. I hate dithering about such things, so I'll let it stand as it is. I'd be interested in your thoughts about it. I hope to give the rules a good workout this weekend. I'll let you know if I have any major changes. It's funny though...I've had several games where the Retiarius is holding a mit full of cards that the Secutor needs and vice versa. Frustrating, but fun!

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GLADIUS INTRODUCTION Card game for two players. Common deck. Players are a pair of Roman Gladiators fighting to the death in the arena. One player is a type of gladiator called the Secutor. The other player is a type of gladiator called the Retiarius.

VICTORY Reduce your opponent to zero hit points. At this point, you have your opponent at your weapons tip, and you await the final judgment of the cheering crowd.

HIT POINTS Each Gladiator starts with 10 hit points.

SECUTOR Secutor: Used an egg-shaped helmet with round eye-holes, greave on one leg, arm protector, legionary-style shield and sword. The secutor was called a “chaser,” probably because he was frequently paired with the retiarius, who used running as one of his tactics.

RETIARIUS Retiarius (“net-and-trident” fighter): used an arm protector (often topped with a high metal shoulder protector), large net, trident, small dagger, no helmet; the retiarius was the only type of gladiator whose head and face were uncovered. Since he wore practically no defensive armor, the retiarius was more mobile than most gladiators but was also more vulnerable to serious wounds.

DECK Players share a common deck. The deck contains 56 cards.

CARD LIST Name Trident Thrust Cast Net Withdraw Sword Stab Shield Block Armor Pommel Kick Dagger Shield Bash Disarm

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# 8 4 4 8 4 4 2 2 2 2 2

Ftr R R R S S S B B R S B

Type Atk Atk Def Atk Def Def Atk Atk Atk Atk Atk

Notes 3 points damage Immobilize 3 points damage 1 point damage 1 point damage 1 point damage 1 point damage Immobilize

Knockdown 2 B Atk Immobilize Sand in the eyes 2 B Atk Immobilize Grapple 2 B Atk Immobilize Duck 2 B Def Leap 2 B Def Dodge 2 B Def Parry 2 B Def # = Number of that card type in the Deck. Ftr = Which type of fighter can use the card. S = Secutor R = Retiarius B = Both Atk = Attack card Def = Defense card

SETUP Players start with a hand of 2 cards each.

TURN SEQUENCE Players take turns. The Retiarius goes first. The turn has 4 phases: 1. Maneuver Phase 2. Attack Phase 3. Defense Phase 4. Hit Phase

MANEUVER PHASE Draw 1 card from the deck. You may keep 5 cards in your hand. Discard excess cards.

ATTACK PHASE Play 1 attack card that your fighter can use, from your hand, face up, onto the table. An Immobilized fighter cannot attack.

DEFENSE PHASE Your opponent may play a defense card, he can use, to counter your attack. Both cards are discarded.

HIT PHASE If your opponent does not play a defense card, your attack hits. There are 2 types of attack cards: Damage & Immobilize. A damage card reduces your opponents hit point total by the indicated amount. An Immobilize card means your opponent may not attack next turn. Discard the attack card.

OTHER GLADIATOR TYPES The Thracian and Murmillo were often paired together. To play an alternate gladiator type, remove the 18 cards specific to one type and replace them with

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the 18 card set of the new type.

THRACIAN Thracian: Wide-brimmed crested helmet with visor, high greaves on both legs, arm protector, very small shield, and short, curved sword (Spartacus).

MURMILLO Murmillo: Were armed in Gallic fashion with helmet, large sword, and shield and were so called from the name of the fish that served as the crest of their helmet.

DIMACHAERI Dimachaeri: "two-knife men"of the later empire, carried a short sword in each hand.

SAMNITES Samnites: fought with the national weapons--a large oblong shield, a visor, a plumed helmet, and a short sword.

THRACIAN CARD LIST Name Sword Slash Buckler Armor Fleet Footed

# 12 2 2 2

Ftr T T T T

Type Atk Def Def Def

Notes 2 points damage

MURMILLO CARD LIST Name # Ftr Type Notes Sword Swipe 6 M Atk 2 points damage Stunning Blow 2 M Atk Immobilize Shield 4 M Def Armor 2 M Def Wild Swing 2 M Atk 3 points damage Overhead Swing 2 M Atk 4 points damage If the Murmillo takes a wild swing, the Murmillo cannot attack next turn.

DIMACHAERI CARD LIST Name Sword Flurry Crossed Swords Sidestep Double Thrust

# 6 4 4 4

Ftr D D D D

Type Atk Def Def Atk

Notes 2 points damage 3 points damage

Type

Notes

SAMNITE CARD LIST Name

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#

Ftr

Impale Cut Passive Shield Armor

4 8 4 2

SS SS SS SS

Atk Atk Def Def

4 points damage 1 point damage

GLADIUS CARDS!!! Thank you Zak ([email protected]) for posting your Gladius Support Page at: http://www.geocities.com/gladius965/ Contains Card Set for Gladius. Great Artwork. Check this one out!

SOLO RULES by Gottardo Zancani: - One common deck - Draw as usual but the cards of your adversary are not usable for you (fog of war) - When you attack use a "mini-hand" for the defender: get 2 cards and use any defense card if available - Your adversary turn; use a "mini-hand" for the defender: get 3 cards and use the best attack card if available Options: - Mini-hand is 1-3 cards (depending on the gladiator type), with different defense/attack mini-hands. - Animals! replace the 18 specific cards with some new cards for lions, tigers, bears. The animals could have different hit points and mini-hand capabilities.

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GO CHESS RULES Start with an empty chess board. Standard chess pieces are used. Players take turns. White goes first. Place any one of your pieces on any empty space on the board. You cannot put your opponent's king into check or checkmate. You cannot place your pawns on your opponent's back 4 rows. When you have placed all of your pieces, you may begin moving your pieces as in normal chess. At this point all regular chess rules apply. Capture your opponent's king to win.

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GO JOE

INTRODUCTION G.I. Joe vs Cobra. 2 player game: Board, Cards, Dice.

THE DECKS There are 2 decks. One player gets the Joe Deck. The other player gets the Cobra Deck. A deck contains one of each card on its card list. The decks are kept face down.

VICTORY You win if you ever capture your opponents base, or you control all "Urban" spaces on the board.

THE MAP The map is a 8 X 8 grid. Map spaces must be large enough to place a card onto. In one corner is the Joe Base. In the opposite corner is the Cobra Base. The other 62 spaces are a random even mix of these 8 terrain types: Jungle Swamp Sea (Water) Desert Mountain Forest Urban Artic (Snow)

TEAMS Each player starts with 4 teams. Teams are represented by numbered counters on the map. Teams may not stack.

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SETUP In setup one of a players teams starts in his base. The other 3 teams are adjacent to the players base. Each player starts with a hand of 8 cards. Roll high on 1D6 to see who goes first.

THE CARDS Each card represents a Soldier or a vehicle and driver. Each card has 3 Value Categories: Firepower (FP) Close Combat (CC) Tactics (TAC)

TURN SEQUENCE Players take turns. Each turn has 4 Phases: 1. Planning Phase 2. Logistics Phase 3. Mission Phase 4. Combat Phase

PLANNING PHASE Draw 2 cards from your deck or Place a new Team Counter on your base if it is empty. A Team may have a maximum of 5 team Members. If your deck runs out shuffle the discard and draw from it. Maximum hand size is 10 cards. Discard excess.

LOGISTICS PHASE You may place unit cards from your hand face down under any team counter that is on or adjacent to your base. If a team is in your base you may put all of its cards into your hand.

MISSION PHASE You may move all of your teams up to one space each or Move 2 of your teams 2 spaces each or Move 1 of your teams 3 spaces. A team cannot move through other teams. You may move your teams onto Enemy teams. Armor (& Driver) Units can move face up on their own up to 2 spaces. Air ( & Pilot) Units can move face up on their own up to 4 spaces. Armor & Air units moved seperately can join another Team. Reveal an Intelligence Unit to look at the cards in an adjacent enemy team.

COMBAT PHASE If two opposing teams occupy the same space they will fight. Both players flip their cards face up. Next, roll 1D6 to determine the type of fight: Roll: Result: 1-2 All units use their Firepower Score in this Fight.

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3-4 All units use their Close Combat Score in this Fight. 5-6 All units use their Tactics Score in this Fight. Each player Adds up the appropriate score for all their units. Friendly Artillery units within 2 spaces can add their Firepower score to a Firepower or Tactics type Fight if either team has a communications unit. Leader units give a +1 to each other unit in the Team. If 3 or more of your units are from the same Service branch get +1 per unit. If you are the attacking (current) player and you have Recon units get +1D6. If you are the defending player and you have Ambush units get +1D6. For each unit has skill in the current terrain type get +1D6. A Team defending its base gets +1D6. If an Armor unit Faces an Anti-Armor unit the Armor unit gets -3. If an Air unit Faces an Anti-Air unit the Air unit gets -3. The player who had the highest total wins the combat. The losing team counter and all of its units are discarded. The winning team loses 1D6-3 random units (1D6-5 if the team has a Medic). Air Units are never casualties in Close Combat fights. Retreat them to a friendly team.

SERVICE Service (SV) relates to what military organization the Trooper is closest to. GJ = G.I. Joes NF = Night Force TF = Tiger Force SM = Slaughter’s Marauders RG = Renegades CB = Cobra PP = Python Patrol IG = Iron Grenadier DN = Dreadnoks

JOE DECK CARD LIST HERO Muskrat Repeater Shockwave Spearhead & Max Charbroil Lightfoot Bazooka Duke Dusty Flint Lifeline Roadblock Footloose Low-Light Mutt & Junkyard Spirit Sgt. Slaughter Stormshadow Downtown Recoil Rock & Roll Scoop Snake-Eyes Ambush Capt. Grid Iron Free Fall Pathfinder Salvo General Flagg Wet-Suit

SV NF NF NF NF NF NF TF TF TF TF TF TF SM SM SM SM SM GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ

FP 2 4 2 3 5 2 6 3 3 2 1 5 3 4 2 4 3 2 6 3 6 1 3 3 3 3 3 6 3 5

CC 4 2 3 4 2 2 1 3 3 4 1 4 3 3 4 4 4 6 2 4 2 1 5 3 4 3 3 1 2 2

TAC 4 2 4 4 2 5 3 4 4 4 2 2 3 4 4 4 5 5 3 5 2 3 5 5 4 4 4 3 4 4

NOTES (Swamp) Fighter Machine Gunner SWAT Specialist (Urban) Point man & Bobcat Flame Thrower Explosives Expert (Demolitions) Missile Specialist (Anti-Armor) First Sergeant (Leader) (Desert) Trooper Warrant Officer (Leader) Medic Heavy Machine Gunner Infantry Trooper (Recon) Spotter Animal Control Tracker (Forest) Commander (Leader) Ninja (Recon) Mortarman (Artillery) Long Range (Recon) Patrol Gatling Gunner Communications Commando (Leader) Concealment Specialist (Ambush) Captain (Leader) Paratrooper (Air) (Jungle) Assault Specialist Anti-Armor Trooper General (Leader) S.E.A.L. (Water)

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Wild Bill Sub-Zero Topside Breaker Flash Grunt Rock n’ Roll Scarlet Short Fuze Stalker Zap Steeler Grand Slam Airborne Doc Clutch Gung-Ho Snow Job Trip Wire Ace Hawk Cover Girl Falcon Recondo Rip Cord Cutter Deep Six Thunder Shipwreck Quick Kick Lady Jaye Alpine Airtight Tollbooth Frostbite Heavy Metal Keel Haul Mainframe (Intelligence) Beach Head Dialtone Sci-Fi Cross-Country Lift Ticket Slip-Stream Fast-Draw (Artlry) Jinx Crazylegs Sneak Peek Law & Order Tunnel Rat Psyche-Out Outback Falcon Chuckles Red-Dog Taurus Mercer Rumbler Payload Back-Stop Hit & Run Ghostrider (Air) Wildcard

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GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ TF GJ GJ GJ GJ GJ GJ GJ GJ GJ GJ TF GJ GJ GJ

4 4 3 2 4 2 5 4 6 3 6 8 4 3 1 6 3 4 2 8 6 7 3 3 3 6 5 9 3 0 2 3 3 2 5 8 2 2

2 2 3 2 2 2 2 5 2 4 2 4 2 3 1 2 4 3 2 2 3 3 2 4 3 2 3 3 3 5 2 4 3 2 3 5 2 2

4 4 4 4 3 2 2 5 3 4 2 3 4 4 3 3 3 4 4 4 4 4 4 4 4 4 4 4 4 5 5 4 4 4 4 3 5 4

(Air) Cavalry Scout Winter Operations Spec. (Snow) Navy Assault (Sea)man Communications(& Leader)Officer Laser Rifle Trooper Infantry Trooper Machine Gunner Counter (Intelligence) FLAK* (Anti-Air) Ranger (Leader) Bazooka Soldier (Anti-Armor) MOBAT* Commander (Armor) HAL* (Artillery) Helicopter Assault Trooper (Air) Medic VAMP* Driver (Armor) Jarhead Marine (Water) Arctic Trooper (Snow) Mine Detector (Demolitions) Fighter Pilot (Air) MMS* (Artillery) Wolverine Driver (Armor) Glider Pilot (Air) (Jungle) Trooper HALO* Jumper (Air) Hovercraft Pilot (Water) S.H.A.R.C. Sub Pilot* (Water) Self-Propelled Gun (Artillery) Sailor (Water) Martial Artist Covert Operations (Intelligence) (Mountain) Trooper Hostile Environments Combat Engineer (Demolitions) (Snow) Cat Driver Mauler M.B.T. (Armor)* Admiral (Water & Leader) Computer Specialist

GJ GJ GJ GJ GJ GJ GJ

4 2 5 6 6 7 6

4 2 2 4 2 2 2

4 4 3 3 4 4 3

Ranger (Recon) Communications Laser Trooper H.A.V.O.C. Driver* (Armor) Tomahawk Pilot (Air) Conquest X-30 Pilot (Air) Mobile Missile Specialist

GJ GJ GJ GJ GJ DJ GJ GJ GJ RG RG RG GJ GJ GJ GJ GJ

1 3 2 2 3 2 3 4 2 3 3 4 6 8 7 3 8

5 3 3 4 3 2 4 4 3 5 3 3 3 2 4 3 3

5 4 5 4 4 5 5 5 5 3 4 3 4 4 3 3 5

Ninja (Intelligence) Paratrooper (Air) Advanced (Recon) M.P. & K-9 (Urban) E.O.D. (Urban) Psy-Ops (Intelligence) Survivalist (Jungle) Green Beret (Recon) Undercover (Intelligence) Combat Specialist Demolitions Small arms Specialist Fast Attack Vehicle (Armor) Defiant Pilot (Air) Persuader Driver (Armor) Infantry Phantom X-19 Stealth Fighter

GJ

7

4

3

Mean-Dog Driver (Armor)

Budo GJ 0 7 Skidmark GJ 5 3 Armadillo GJ 10 5 Windmill GJ 7 2 Super Trooper GJ 4 4 Hard-Ball GJ 6 2 Blizzard GJ 3 3 Skystriker TF 7 2 Stalker GJ 4 4 Starduster GJ 2 2 Stretcher GJ 0 2 Wind-Chill GJ 6 2 Hot-Seat GJ 8 3 Dog-Fight GJ 7 2 Long Range GJ 9 3 * Motorized Battle Tank * Multi-Purpose Attack Vehicle * Field Light Attack Cannon * Heavy Artillery Laser * Jet Mobile Propulsion Unit * Mobile Missile System * Main Battle Tank * High Altitude Low Opening * Heavy Articlated Vehicle Ordinance Carrier * Submersible High Speed Attack Recon Craft * Armored Fighting Vehicle * Wolverine = Armored Missile Vehicle

3 3 3 4 5 4 4 4 5 4 3 4 3 4 4

Samurai (Desert) Fox Driver Rolling Thunder Driver (Armor) X-Wing Chopper Pilot (Air) Secret Infiltration Unit (Recon) Multi-Shot Grenadier (Artillery) Arctic Attack Soldier (Snow) Tiger Rat Pilot (Air) Tundra Ranger (Recon) JUMP* Jet Pack (Air) Medical Specialist Arctic Blast Driver (Snow) Raider AFV* Driver (Armor) Mudfighter Pilot (Air) Thunderclap Driver (Artillery)

COBRA DECK CARD LIST ENEMY Copperhead Crimson Guard Python Officer Tele-Viper Python Trooper Python Viper Voltar Metal-Head Undertow Annihilator Trooper Gnawgahyde Road Pig Alley-Viper Frag-Viper Toxo-Viper HEAT Viper Night-Viper Laser-Viper Night Creeper Range-Viper Rock-Viper SAW-Viper Cobra Commander Destro B.A.T. Overkill Eel Firefly Incinerator T.A.R.G.A.T.* Cobra Officer Cobra Trooper S.N.A.K.E. trooper

SV PP PP PP PP PP PP IG IG IG IG

FP 3 3 3 1 2 3 3 6 3 3

CC 3 3 4 1 2 3 3 1 5 3

TAC 4 3 4 4 2 4 6 3 4 4

NOTES (Swamp) Air Boat Pilot Elite Trooper (Intelligence) Officer (Leader) Communications Patrol Infantry Assault Trooper General (Leader) Anti-Tank Specialist (Anti-Armor) Frogman & Barracuda (Water) Elite (Air)borne Heli-Pack

DN DN CB CB CB CB CB CB CB CB CB CB CB CB CB CB CB CB CB CB CB CB CB

2 4 4 6 3 6 3 5 3 4 3 5 3 3 4 3 5 3 5 3 3 2 5

5 5 4 2 2 1 3 2 5 3 4 2 3 3 4 5 2 3 2 3 4 2 5

4 3 4 4 4 3 5 3 4 4 4 3 6 5 3 4 4 4 2 5 4 2 3

Poacher (Jungle) R.A.M. Rider* (Driver) (Urban) Assault Trooper Grenade Thrower Hostile Environment Trooper Bazooka Man (Anti-Armor) (Recon) Fighter Laser Trooper Cobra Ninja (Recon) Wilderness Trooper (Forest) (Mountain) Trooper Heavy Machine Gunner Supreme Commander (Leader) Weapons Supplier (Leader) Battle Armored Trooper B.A.T. (Leader) Under(water) Specialist Saboteur (Demolitions) Flamethrower (Air) Officer (Leader) Infantry Heavy Infantry

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H.I.S.S. Driver* CB 6 4 3 F.A.N.G. Pilot* CB 5 2 4 Cobra Viper Glider CB 3 1 4 Major Bludd CB 3 3 4 Wild Weasel CB 8 2 4 Stinger Driver CB 7 4 3 Baroness CB 2 3 5 Zartan CB 2 5 6 Torch DN 2 4 1 Ripper DN 0 5 2 Buzzer DN 0 5 3 Snow Serpent CB 3 3 4 Lampreys CB 5 2 4 Tomax & Xamot CB 2 3 5 Zarana CB 3 5 5 Zandar CB 3 4 5 Dr. Mindbender CB 0 2 6 Vipers CB 3 2 2 Monkeywrench DN 3 3 4 Motor-Viper CB 3 2 4 A.V.A.C. Pilot CB 6 2 4 Serpentor CB 2 3 6 Strato-Viper CB 6 2 4 Thrasher DN 8 5 3 Sea Slug CB 5 3 4 W.O.R.M.S. CB 7 4 4 Ice-Viper CB 6 3 4 Zanzibar DN 2 3 3 Gyro-Viper CB 7 2 4 Techno-Viper CB 2 2 4 Raptor CB 2 3 4 Croc Master CB 0 4 4 Big Boa CB 3 3 3 Crystal Ball CB 0 2 5 Secto-Viper CB 3 3 4 Star-Viper CB 7 2 4 Hydro-Viper CB 2 3 4 Astro-Viper CB 8 3 5 Ferret IG 9 4 3 Nullifier IG 5 3 4 Aero-Viper CB 6 2 4 Desert Scorpion CB 3 3 4 Flak-Viper CB 6 2 2 Darklon IG 7 4 3 Wild Boar CB 8 5 2 Track-Viper CB 9 5 3 Cobra Overlord CB 10 5 6 Decimator CB 5 2 4 Vapor CB 6 2 5 * Trans Atmospheric Rapid Global Assault Trooper * Rapid Fire Motorcycle * High Speed Sentry * Fully Armed Negator Gyrocopter * Dual Elevating Multi Ordinance Neutralizer * System: Neutralizer Armed Kloaking Equipment

Battle Tank (Armor) Attack Copter (Air) Pilot (Air) Mercenary Terrorist (Leader) Cobra Rattler Pilot (Air) AFV (Armor) (Intelligence & Leader) Officer Master of Disguise (Intelligence) Stupid Thug Malignant Criminal Anti-social Intellectual Cobra Polar Assault (Snow) Cobra Hydrofoil Pilot (Water) Lawyers (Leader & Intelligence) Assassin (Intelligence) Camouflage Expert (Ambush) Master of Mind Control (Leader) Cobra Infantry Terrorist (Demolitions) Cobra Stunt Driver Firebat Rocket Fighter (Air) Cobra Emperor (Leader) Night Raven Pilot (Air) Thunder Machine Driver (Armor) Sea Ray Navigator Maggot Driver (Artillery) Wolf-Driver (Snow) Pirate (Water) Fast Attack Copter (Air) Battlefield Technician Cobra Falconer Reptile Trainer (Swamp) Boot Camp Trainer (Leader) Hypnotist (Intelligence) Amphibious Operations (Water) Stiletto Pilot (Air) Under(water) Elite Trooper Cobranauts (Air) D.E.M.O.N. driver* (Armor) Anti-Gravity Pod Pilot (Air) Condor Z25 Pilot (Air) (Desert) Fighter Anti-Aircraft Trooper (Anti-Air) Evader Driver (Armor) Razorback Driver (Armor) H.I.S.S. II driver (Armor) Dictator Driver (Leader & Armor) Hammerhead Driver (Water) Hurricane VTOL Pilot (Air)

NOTES The troopers in the card lists are based on the Action Figures circa 1988-1992. To make more cards follow the following Guidelines for determining Firepower, Close Combat, and Tactics Values:

FIREPOWER VALUE 992

Firepower (FP) relates to long range combat. Values were assigned according to the equipment carried by the action figure: FP Ranged weapon: 0 None 1 Pistol or Crossbow Pistol 2 Shotgun, Machine Pistol, Bow, Crossbow 3 Automatic Rifle, Sub-Machine Gun 4 Light Machine Gun, Sniper Rifle, Laser 5 Heavy Machine Gun, Flame Thrower 6 Bazooka, Missiles, Rockets, Mini-Gun, Grenade Launcher 7+ Vehicle mounted weapon systems

CLOSE COMBAT VALUE Close Combat (CC) relates to Hand-to-Hand (HTH) combat, armed or unarmed. Troopers are given a base value of 3 modified as follows: Ninja or HTH specialist +1 Big Muscles +1 Holds 1 HTH Weapon +1 Holds 2 HTH Weapons +2 Encumbered –1 Non-combat Specialist (Such as a Medic) –1 Animal Companion +1 Green -1 Vehicle -1 Armored vehicle +1/+2

TACTICS VALUE Tactics (TAC) relates to employing winning combat strategies. Troopers are given a base value of 3 modified as follows: (Even Basic Troopers in this game are considered to be highly trained combat veterans) Ninja +1 Survival Training (Desert, Aquatic, Arctic etc.) +1 SWAT Training +1 Demolitions +1 Leader +1 General +1 Non-combat Specialist –1 Character doesn’t look too smart -1 Green -1 Animal Companion +1 Flying +1

DISCLAIMER G.I. Joe is a licensed, copyrighted, trademarked property. This is merely a Fan site.

JOE LINKS Go to Yo Joe

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Goblin Quest INTRO Teams of Goblins run around, get into mischief, wreak havoc, and try to not get killed. Not unlike Space Scouts.

THE CARDS Players draw from a common deck that includes: Mission, Threat, Mishap, and Aid cards.

SETUP You get 4 Goblins. Determine their skill picks, either by rolling on the chart or making your own choices. One Goblin is the Boss and gets 3 skills. The rest all get 2 picks apiece.

TURN SEQUENCE Players take turns. 1. Draw Phase 2. Action Phase 3. End Phase

Each turn has 3 phases:

OBJECT Be the first team to reach X Victory Points (50 is good). Missions are worth from 1 to 7 points, depending on difficulty. Threats are worth from 0 to 3 points. Victory Points can be spent on giving your Goblins new skills (4 skills max). Replacing a regular Goblin that has been lost costs 4 VPs, plus 4 VPs for each skill pick. New Goblins get 2 skill picks, even if replacing the Boss.

DRAW PHASE Draw 2 cards. If the deck runs out, the game ends, and whoever has the most Victory Points wins.

ACTION PHASE You may decide whether to go on a Mission or hang out in the Warren. If you hang out in the Warren, you may replace any Goblins that you have been lost. Goblins cost 4 VPs to replace, plus 4 VPs for each skill pick (max 2 until he's gone on at least 1 mission). You may also spend VPs to give new skill picks to your current Goblins (5 VP per pick, max 4) or to draw one card. You can only do this once per turn. If you go on a Mission, play a Mission card from your

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hand. Before you begin the Mission, any player (yourself included) may play a Threat on top of the Mission. Each player who wishes to do so plays one Threat at a time, starting with the player to your left and going around until every player has played all the Threats that they want. Once all the Threats have been played, they must be faced one at a time (in reverse order from how they were played). If your team has skills that match those on the Threat card, the Threat is overcome- add its Victory Points to your score and discard it. Otherwise, you fail the Threat. If all Threats are overcome, the team faces the Mission. If they have skills that match those on the Mission card, they complete the Mission successfully. Add its Victory points to your score and discard it. Otherwise, you fail the Mission. During a Mission (and/or Threat) you may play Aid cards to give your crew extra skills. Your opponents may play Mishap cards to cause your crew to lose skills. Aid and Mishap cards affect the team for the rest of the turn, and are discarded during the End Phase. If the Mission or a Threat is failed, roll on the Failure Result Table and go to the End Phase. The Mission remains face up on the table, and any Threats that you failed to overcome are left on top of it. Any player may attempt to complete it during their turn.

END PHASE If you have more than 10 cards in your hand, discard down to 10.

FAILURE RESULT TABLE 2d6 Result 2-3 Boss Lost the most skill picks 4-6 Delayed 7-9 Goblin Lost 10-11 Lose Stuff 12 Lucked Out

Effect Your team's Boss is eliminated, and replaced by the Goblin with Miss Next Turn. Randomly eliminate one of your team's Goblins (not the Boss). Discard 2 cards at random from your hand Nothing happens

GOBLIN SKILLS: Sneaking Run Away Fighting Break & Enter Taunting Fast-talk Magic Alchemy Engineering Look Out Useless Lore Willpower

Avoiding notice, moving stealthily Moving quickly and getting away from threats Exactly what it sounds like Infiltrating, getting where you aren't supposed to be Verbal fisticuffs and insult contests Talking your way out of tight spots The mystic arts Mixing things with other things and seeing what happens Tinkering, demolitions, and traps (setting and disarming) Scouting and perception Riddles and book learning Ability to resist temptation and/or terror

LEADER GOBLIN SKILL TABLE: 1D6 1 2 3

Result Fast-talk Fighting Sneaking

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4 5-6

Run Away Pick Any

FIGHTER GOBLIN SKILL TABLE: 1D6 1-2 3-4 5 6

Result Fighting Run Away Taunting Pick Any

NINJA GOBLIN SKILL TABLE: 1D6 1-2 3 4 5 6

Result Sneaking Break & Enter Look Out Fighting Pick Any

TINKER GOBLIN SKILL TABLE: 1D6 1 2 3 4-5 6

Result Alchemy Useless Lore Break & Enter Engineering Pick Any

TALKER GOBLIN SKILL TABLE: 1D6 1-2 3 4 5 6

Result Fast-talk Willpower Taunting Run Away Pick Any

SMART GOBLIN SKILL TABLE: 1D6 Result 1 Willpower 2 Magic 3 Alchemy 4 Engineering 5 Useless Lore 6 Pick Any MISSION CARD Hunt Alchemical Fungi Kidnap Important Person Deliver Message Deliver Threat Assassinate Enemy General Explore Cavern Complex Reconnoiter Castle Cannon Fodder Duty Break Open Gate Steal Magical Scrolls Terrorize Villagers Operate Siege Engine

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SKILLS REQUIRED POINT VALUE Look Out, (Alchemy / Useless Lore X2) 3 Fighting, Sneaking 4 Run Away 2 Taunting, Run Away 3 Sneaking X2, Fighting X2 4 Look Out X2 3 Break & Enter X2, Sneaking, Look Out 5 Fighting X2 / Run Away X2 6 Sneaking, (Demolitions / Break & Enter X2) 4 Break & Enter X2, Magic, Run Away 5 Fighting X2 / (Engineering, Fighting) 5 Engineering X2 3

Repair Siege Engine Engineering X3 4 Unlock Magic Vault Magic X2 / Engineering X3 5 Distract Guards Run Away, (Taunting / Fast-Talk) 3 Entertain Dark Lord Fast-Talk X2 / Useless Lore 4 Spy On Enemy Leaders Sneaking 2 Hunt Cavern Critters Look Out, Sneaking, Fighting 4 Guard The Warren Nursery Look Out, Fighting 2 Find Magical Talking Skull Magic, Look Out X2 4 Explore Dark Wizard's Tower Sneaking X2, (Magic X2 / Run Away X2) 6 Pick On Kobolds Fighting / Taunting 1 Tame Demonic Hell Frogs Magic X2 / Fighting X3 5 Rag Out (Goblin Insult Contest) Taunting X2 3 Dig New Warren Engineering X2, Demolitions 4 Learn Arcane Secrets Useless Lore, Magic 2 Undermine Fortification Engineering X2 4 Plant Traps In The Warren Engineering 1 Investigate Haunted Ruins Look Out, (Willpower X2 / Run Away) 3 Steal Food From Trolls Sneaking, Run Away X2 4 Steal A Dragon's Treasure Sneaking X3 / Run Away X4 7 Survive A Goblin Game Show Useless Lore X2 / Willpower X2 / Fast-Talk 5 Scout Ahead For Orc Warband Look Out X2 3 Translate Ancient Scroll Useless Lore X2 2 Escort Through Haunted Forest Look Out X2, (Run Away / Fighting) 5 NOTES: Commas in the "Skills Required" field mean "and". Slashes (/) in the "Skills Required" field mean "or". X# means that there must be at least that number of skill picks in your team to fulfill the mission. A listing like "Sneaking, (Engineering/Break & Enter X2)" means that to fulfill the requirements you must have at least 1 pick of Sneaking and either 1 pick of Engineering or 2 picks of Break & Enter. A listing like "Fighting X2/(Fighting, Engineering)" means you need 1 pick of Fighting and either 1 pick of Demolitions or another pick of Fighting. THREAT CARD Human Guards Angry Orc Big Dog Cornered Spike Trap Haughty Sorcerer Locked In! Noticed By Goblin King Horse Barbarians Cave-in Backfire Bored Gods Forbidden Tome Cunning Trap Hostile Cave Fauna Strange Plants Scared By Own Shadow Riddles And Engimas Raging Demon Serious Malfunction Shifty Trader Enemy Patrols Bumbling Peasant Pack Of Feral Dogs Evil Cultists Angry Wizard Dark Elf Slave Hunters Rival Goblin Tribe

SKILL TEST POINT VALUE Sneaking X2 / Fast-Talk X2 1 Fighting X2 / Fast-Talk X2 / Run Away 2 Run Away X2 / Fighting 1 Fast-talk / Run Away X2 1 Look Out / Engineering X2 1 Magic X3 / Taunting 2 Break & Enter 1 Fast-Talk X2 1 Sneaking / Fast-Talk X2 / Run Away X3 2 Engineering 1 Engingeering / Alchemy X2 0 Fast-Talk 2 Magic / Useless Lore X3 1 Look Out, (Engineering X2 / Break & Enter) 1 Look Out, Fighting 1 Look Out or Useless Lore / Alchemy X2 1 Willpower 1 Useless Lore 0 Magic X2 / Run Away 3 Engineering X2 1 Fast-Talk X2 / Taunting 1 Sneaking X2 1 Fast-Talk / Sneaking 1 Run Away / Fighting 1 Sneaking / Run Away 1 Magic X2 1 Sneaking X3 1 Fighting X2 / Fast-Talk X2 1

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Tasty Treats Willpower Unidentified Scary Thing Willpower X2 Wake The Dead Magic X2 / Run Away Angry Mob Sneaking / Run Away X2 Low-level Adventurers Fighting Critter Collectors Sneaking / Run Away / Fighting Shapeshifter Run Away X2 Dumb Guard Sneaking X2 / Fast-Talk Magical Storm Magic X2 Wrath Of The Gods Fast-Talk X2 / Run Away Harem Willpower X2 Ancient Illusions Useless Lore X2 / Magic Animated Statue Magic or Sneaking / Run Away Mind Control Willpower X2 / Magic Placed On Point Guard Look Out X2 Ambush Look Out, (Run Away / Fighting) Crushing Boredom Willpower X2 Hungry Troll Fast-Talk / Sneaking Humorless Minotaur Sneaking / (Taunting X2, Run Away) Mouthy Kid Willpower / Taunting Ancient Engine Engineering Barred Gate Break & Enter Unattended Shiny Thing Willpower Massive Mutt Run Away Obnoxious Do-gooders Fighting X2 Orc Bullies Fast-Talk / Taunting / Run Away Intricate Toy Engineering Porno Willpower Good Lighting Sneaking Local Militia Fighting Dissension In The Ranks Fighting / Taunting / Fast-Talk Them's Fightin' Words! Fighting X2 Chris The Gnoll Taunting X2 / Fighting WTF Is A Bugbear? Fighting Glowing Goop Alchemy / Magic X2 Nemesis Fighting, Taunting Dark Elf Skrewmädchen Willpower, Run Away Puzzle Lock Engineering X2 / Break & Enter Cave Slime Fighting / Sneaking Killer Klown Willpower, (Fighting / Run Away) Goblin Flying Machine Engineering X3 Dwarf Warriors Fighting X3 / (Fighting X2, Taunting) Caverns & Catacombs Look Out The Talking Devil Head Taunting X2

1 2 2 1 1 1 1 1 2 2 1 1 1 1 1 1 0 1 1 1 X2 0 0 1 1 1 0 1 0 1 0 1 1 1 1 1 2 1 1 1 3 1 0 1

AID CARD SKILL GAINED Doggerel Substitute 2 Magic picks for 1 of any other skill. Weird Shrooms Alchemy / Magic Preparation Double one skill score for this Mission only Lucky Mofo Any single skill Bambi Eyes Fast-Talk Fakeoutery Fast-Talk Crotch Soccer Fighting Gob Fu Fighting Clever Diversion Sneaking Goth Goblin (Black Clothes) Sneaking PH34R! Run Away "Hey, LOOK!" Run Away Yo Mama Jokes Taunting 3rd Grade Toilet Humor Taunting Set Up Them The Bomb Engineering Goblin Utility Belt Engineering Ritalin Willpower Loyalty Through Pugilation Willpower Anarchist's Cookbook Alchemy Eureka! Alchemy

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1

Rhyming Dictionary Magic Inspired Zot! Magic Read That Somewhere Useless Lore Total Nerd Useless Lore Found Key Under Rock Break & Enter "Candygram!" Break & Enter Keen Goblin Senses Look Out X-Ray Specs Look Out MISHAP CARD Luck Runs Out Distraction Temptation Fixation Irrational Fear Slip Of The Tongue "I Said Philips Head!" Tongue-Tied Weak Rhymes Bad Acid Spent Class Drawing Comics Protected With "The Club" Jingling Change In Pocket

SKILL LOST Any 2 Skill Picks Look Out Willpower Run Away Fighting Fast-Talk Engineering Taunting Magic Alchemy Useless Lore Break & Enter Sneaking

SOLO-PLAY RULES Only hang on to Aid cards. Play Missions and face Threats in the same turn that you draw them. Mishap cards apply to the next Mission/Threat, and are then discarded. You can only hang out in the Warren the turn after you fail a Threat/Mission

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GOLDEN AXE

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INTRODUCTION Solitaire Card game. Based on the side Scroller Video game of the same name.

DISCLAIMER Golden Axe is a copyrighted, licensed, trademarked property. This is merely a Fan site.

VICTORY Defeat the Death Adder.

CHARACTERS You start with 5 Characters: Characters: Hits Magic Speed Damage Notes: Warrior 10 2 2 +1 Bastard Sword Dwarf 10 1 1 +2 Battle Axe Woman Warrior 8 3 3 +0 Long Sword Sprite 6 4 4 -1 Trident Centaur 12 1 3 +1 Staff Hits = Damage Character can take before perishing Magic = Damage done by Magic cards Speed = Foes avoided by using an Evade card Damage = Bonus Damage done by Attack cards

SETUP Shuffle the Deck. Place the Death Adder card on the bottom of the deck. Choose which Character you are starting with.

TURN SEQUENCE Flip Phase Fight Phase Foe Phase Fini Phase

FLIP PHASE Turn over top card of deck. If it is a Foe card place it face up on the table. If it is any other type of card put it in your hand. If the deck runs out, shuffle the discard & draw from it.

FIGHT PHASE You may play an Attack card to do damage to a Foe in play. The Damage done by a Attack card must go to a Single Foe. Use coins to keep track of Damage. A Foe with damage equal to or greater than its Hits is destroyed. Discard a used Attack card. You may use additional Attack cards from your hand vs additional targets.

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The Running Charge card does damage equal to the Speed of the Character You may play a Magic card to do X damage to all Foes in play. X = Magic Level of Character.

FOE PHASE Every Foe in play may Attack. Foes do damage equal to their Hits minus their Damage. A Character Reduced to Zero or less Hits is Destroyed. If a Character is destroyed, you may continue play with one of your remaining Characters. You may negate damage from X Foes by playing an Evade Card. X = The Speed of the Character

FINI PHASE You may play a Healing Potion Card to Heal X Damage. X = The Magic of the Character. Max hand size is 5 cards. Discard excess cards.

CARD LIST Card Name Jumping Attack Throw Opponent Slash Thrust Cut Beat Down Dragon Mount Lizard Mount Running Charge Magic Attack Evade Healing Potion Skeleton Ork Barbarian Amazon Hill Giant Knight Death Adder

# 2 2 2 2 2 2 2 2 2 4 4 4 5 5 4 4 3 2 1

Type A A A A A A A A A A D H F F F F F F F

CARD LIST NOTATION A D H F S M

= = = = = =

Attack Defend Heal Foe Speed Magic

LINKS GA GAII

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Hits 3 2 1 1 1 2 3 2 S M S M 1 2 3 4 5 6 7

Notes Flip

Fire Breathing Tail Swipe

Tulwar & Shield Club Spiked Mace Hand Axe Large Hammer Sword Big Axe

GOLEMS INTRODUCTION Fantasy Wargame for 2-4 players. You are a mighty Wizard. Use your Magic to make Golems to defeat you enemies.

VICTORY Destroy all opposing Wizards.

DICE, CHITS, COUNTERS, TILES, COINS, & CARDS Tiles are used to make the Map. Each player has a set of numbered chits of a unique color. Numbered Chits are used to represent Golems. Cards are used for 2 Decks: The Golem Deck & the Event Deck Coins represent Mana. Counters are stacked with units to record damage. Ten sided dice are needed to play.

TERRAIN TILE LIST Terrain Type: Tower Village Mud Flats Quarry Gem Mine Iron Mine Ice Cave Gold Mine Ruins Desert Forest Hills Mountain Salt Flats Workshops Silver Mine Volcano Monolith Water Wasteland

# 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 8 12 24

Notes: One in each Corner: Mana +1 Needed to recruit Flesh Golems Needed to recruit Clay Golems Needed to recruit Stone Golems Needed to recruit Crystal Golems Needed to recruit Iron Golems Needed to recruit Ice Golems Needed to recruit Gold Golems Needed to recruit Bone Golems Needed to recruit Sand Golems Needed to recruit Wood Golems Needed to recruit Bronze Golems Needed to recruit Obsidian Golems Needed to recruit Salt Golems Needed to recruit Clockwork Golems Needed to recruit Silver Golems Needed to recruit Basalt Golems Mana +1 Barrier to Movement

THE MAP Use a Chessboard. Each space is known as a Territory. The corner spaces are Towers. Randomly distribute the remaining 60 Terrain Tiles.

SETUP Each Player starts in control of 1 Tower.

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Each player gets dealt 6 Golem cards & 3 Event cards. Each player starts with 20 Mana saved up. Randomly determine who goes first. Your Tower Contains your Wizard who does not move. A Wizard is small, soft, man-shaped, has 5 Hits, Force +7, and Armor +7. The Wizard may freely stack with Golems in the Tower.

TURN SEQUENCE Players take turns. Each turn has 7 phases: Power Phase Craft Phase Fate Phase Spell Phase Move Phase Battle Phase End Phase

POWER PHASE Gain Gain Mana Mana

4 Mana. 1 extra Mana for each Monolith & each Tower space you occupy. is used to make Golems, cast Spells, and draw extra cards. may be saved from turn to turn.

CRAFT PHASE You may build a Golem in this phase. Play 1 Material, 1 Size, and 1 Shape card. Calculate the Hits, Move, Force, & Armor of your Golem. You must control certain spaces to use certain Material cards. If you do not control the appropriate materials space, you can still craft the Golem, but it costs double Mana. A Units cost to build, in Mana, is equal to its Force + Hits. Represent the Golem with a numbered chit from your color set. Record the ID number & stats for the new Golem. Place the chit on or adjacent to your Tower. Discard played cards.

FATE PHASE Draw 3 cards in any combination from the Event Deck &/or Golem Deck. Each player maintains 2 separate hands: an Event card hand & a Golem card hand. Max hand size is 7 cards (for each hand). Discard excess cards. If a deck runs out, shuffle the discard and draw from it. Pay 5 Mana to draw an extra card from either deck.

SPELL DECK All players may play Spell cards. All Spell cards cost 2 Mana each to play. Spell cards are discarded after being played.

ADJACENCY RULE Units or spaces must share a common border to be adjacent. Diagonal spaces and units are not adjacent.

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CONTROL OF SPACES For purpose of access to Materials needed to build Golems. One of your golems must occupy the space or The space must be empty, and you must have a golem adjacent to it.

STACKING RULE In a single space you may stack up to 4 golems. No two Golems in a stack may have the same size, shape, or hardness. (2 Golems with the same trait will destroy each other) Units from opposing players cannot occupy the same space.

MOVE PHASE You may move some, none, or all of you units. Units can move up to 1 to 4 spaces depending on their shape Units cannot enter or move through Water spaces. Exception: Flying units may pass through water spaces. Units cannot move through other units, except for flying units. The stacking limit must be strictly enforced. Some Spell cards will affect the Movement of units & Stacks.

BATTLE PHASE You may attack adjacent enemy stacks with your own stacks. Resolve conflicts between two opposing stacks, one at a time. A turn may have multiple battles between multiple stacks. Battles are fought in Rounds. Player may play Battle cards at any time during the round. During each round, each Golem, in turn, in both opposing stacks gets to attack once. Small units always attack before Medium size & Large units. Medium size units always attack before Large units. Start with the Active player (Player whose turn it is) Pick which of your golems is attacking, and what its target is. Both players roll 1D10. The attacker adds the attacking golems Force modifier. The defender adds the target golems Armor modifier If the Attackers modified roll is equal or higher, the Target loses 1 hit. A golem reduced to zero hits is destroyed & discarded. The other player then attacks and so on. This repeats until one side is completely eliminated. Extra Attacks (From Battle Cards) are made, in turn, like regular attacks. Units in Towers get Armor +1.

END PHASE If you won a battle, you may put any of your Soft Golems that were killed in the battle back into play. (They Regenerate)

GOLEM DECK CARD LIST Card Name: Flesh Clay Stone Crystal Iron Ice

Type M M M M M M

Hard S S R R M H

Force +1 +1 +3 +3 +4 +2

Armor +2 +2 +3 +1

# 1 1 1 1 1 1

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Gold M M +4 +3 1 Bone M H +2 +1 1 Sand M S +1 1 Wood M H +2 +1 1 Bronze M M +4 +3 1 Obsidian M R +3 +2 1 Basalt M R +3 +2 1 Clockwork M H +2 +1 1 Salt M S +1 1 Silver M M +4 +3 1 Card Name: Type Hits Force Armor # Small Z 1 +1 4 Medium Z 2 +1 +2 4 Large Z 3 +2 +3 4 Giant Z 4 +3 +4 4 Card Name: Type Move Force Armor # Man S 2 4 Beast S 3 +1 4 Flyer S 4 -1 4 Juggernaught S 1 +1 +1 4 Types: M = Materials, Z = Size, S = Shape Hard (hardness): S = Soft, H = Hard, R = Rock, M = Metal # = Number of copies in the deck

EVENT DECK CARD LIST Event: Type Notes: Swoop B Target Flyer gets extra Attack this Round Maul B Target Beast gets extra Attack this Round Club B Target Man gets extra Attack this Round Crush B Target Juggernaught gets extra Attack this Round Dodge B Target Small or Medium Golem gets +7 Armor Fast Attack B Target Small or Medium gets extra Attack this Round Great Bulk B Target Large or Giant Golem gets +5 Armor Stomp B Target Large or Giant gets extra Attack this Round Splatter B Attack vs Soft Target is +5 Force Shatter B Attack vs Hard Target is +5 Force Crumble B Attack vs Rock Target is +5 Force Crack B Attack vs Metal Target is +5 Force Haste S Target Stack may move twice this Turn Ritual Mana S Gain 7 Mana Elemental Storm S One Force +3 Attack vs each Golem in Stack Power S Golems in Stack get +1 Force for 2 turns Protection S Golems in Stack get +1 Armor for 2 turns Portal S Move your target Stack to any empty space Divination S Look at opponents hands & next 7 cards in decks Dispell S Negate Spell just played Repair S Remove all Damage in target stack Theft S Steal 1 random card from opponent Transformation S Permanently change size, shape, or material of Golem S = Spell cards B = Battle cards (only used in Battle Phase) Note: The Event deck contains 2 copies of each card listed.

OPTIONAL RULES GOLEM SPECIAL ABILITIES Material: Flesh Clay Stone Crystal

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Notes: Healing: Removes 1 Damage Marker from self at end of your turn Promethean: May change Shape at the beginning of each turn Massive: Hits +1 Magical: Gain +1 Mana per Turn

Iron Ice Gold Bone Sand Wood Bronze Obsidian Basalt Clockwork Salt Silver

Very Hard: Armor +2 Freeze: 1 target opposing golem in battle gets Force –2 Inspirational: All Golems in stack get Force +1 Undead: Armor +1 & Force +1 Blinding Dust: All opposing golems get Force –1 Growth: Discard a card to grow 1 size larger (Max Giant size) Defender: All Golems in Stack get Armor +1 Wisdom: May stack without conflict Fireball: Get one extra attack at beginning of Battle Assorted Weapons: Force +2 Sea Salt: Force +3 if adjacent to a Water Space Quicksilver: Move +1

CARD & TILE SETS AVAILABLE Amazing Images by Peter Cobcroft ([email protected]) Click here

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GRAIL INTRODUCTION Fantasy Card game. 2-6 players. Players take the role of Arthurian Knights on the quest for the Holy Grail.

OBJECT The first player to accumulate 7 'Quest' tokens is the winner.

MATERIALS There are 65 cards in the deck. Players will have to create their own cards in order to play. The backs of all cards are the same. The front of each card should include: Its name, level, type, and whether it is a 'Test' or an 'Aid'. A six sided die is required to play. 7 'quest tokens' per player are needed.

SETUP Place all the 'Quest' tokens in a pile in the center of the table. Each player draws 4 cards. To determine turn order each player cuts the deck. The player who cut to the highest level card is goes first. Shuffle the deck.

TURN SEQUENCE Players take turns. Each turn is divided into phases. 1. Draw Phase 2. Fate Phase 3. Adventure Phase 4. Quest Phase

DRAW PHASE Draw 2 cards. If the deck runs out, reshuffle the discard pile and continue. Maximum had size is 7 cards. Discard excess cards.

FATE PHASE Declare whether or not you are questing for the grail this turn. If you are not questing, your turn ends and you may draw one extra card. If you are questing take a 'Test' card of level 5 or higher and place it face down. This is your 'Quest' card for the turn.

ADVENTURE PHASE The opponent to your left may play a 'Test' card of level 6 or less.

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You may play one or more 'Aid' cards. Roll 1D6 and add the value of the 'Aid' cards. If this total is equal to or greater than the level of the Test card, than you have passed the test. If the total is less, than your turn ends immediately. All cards played are discarded. If you passed the test than the other players going clockwise may each in turn test you. This continues until no opponents offer any more tests.

QUEST PHASE Play one or more 'Aid' cards. Roll 1D6 and add the value of the 'Aid' cards. If this total is equal to or greater than the level of the Quest card, than you have completed the quest. If you have completed the quest than gain one Quest token. If the total is less, than you do not get a quest token. All cards played are discarded. If you accumulate 7 Quest tokens, than you are deemed worthy to receive the Holy Grail, and you win.

CARD LIST: TESTS Name Level Mordred 7 Morgan le Fey 8 Dragon 8 Black Knight 6 Ogre 5 Questing Beast 8 Bandits 4 Brigands 4 Pirates 4 Mad Knight 5 Jester 4 Jousting Tournament 6 Wolf 4 Bear 4 Lion 5 Boar 3 Green Knight 7 Flooded River 4 Shipwreck 5 Black Plague 5 Waylaid by Beggars 3 Waylaid by Children 3 Bridge Troll 5 Serpent 6 Wood Nymph 5 Giant 7 Tricked by Dwarf 4 Waylaid by Peasants 3 Waylaid by Pilgrims 3 Frigor & Waste 5 Take Vow 5 Take Oath 5 Evil Hag 5 Rescue Princess 6 Incubus 6 Visit theland of Faerie 6 Griffin 5 Queen Maab 8

Type Battle, Knight Magic, Lady Battle, Monster Battle Battle, Monster Battle Battle Battle, Sea Knight Battle, Battle, Battle, Battle, Battle, Knight,

Knights Animal Animal Animal Animal Magic

Sea

Battle, Monster Sea, Monster Magic, Lady Battle, Monster

Battle, Magic, Monster, Lady Battle Battle, Magic, Monster, Lady Magic Battle, Monster Magic, Lady

1009

CARD LIST: AID CARDS Name Sword Lance Shield Armor Steed Squire Men-at-Arms Magic Philtre Your Lady's Token Chivalry Strength Prayer Courage Virtue Valor Bravery Friendly Castle Lady of the Lake Helped by Arthur Helped by Merlyn Helped by Lancelot Helped by Gwynevere Helped by Gawaine Helped by Galahad Helped by Tristam Helped by Priest Helped by Hermit Prophecy

1010

Level 0 0 0 0 1 1 2 2 2 1 1 1 2 3 4 2 2 4 5 3 4 3 1 2 2 1 1 3

Notes Level 3 in Battle Level 4 in Battle Level 3 in Battle Level 3 in Battle Cannot be used at Sea Level 2 in Battle Level 3 in Battle Level 3 vs Lady Level 2 vs Knight Level 3 vs Animal Level 3 vs Monster Level 4 vs Lady Cannot be used at Sea Level 5 vs Sea Level 5 vs Magic Level 5 vs Lady

GRAND TOUR THE MAP On a blank sheet of paper draw 10 cities Name each of the cities Draw lines connecting each city to its nearest neighbors Do not cross lines Two cities can may be directly connected by one or more lines Each city should be connected to at least 4 or more lines For each line roll 1D10 on the Terrain Table Write the terrain type on the line

THE DECK The Deck should contain 5 of each Vehicle card

OBJECT Be the first player to visit each of the 10 cities, or Be the player that visited the most cities before the last card is drawn from the deck

TERRAIN TABLE D10 TERRAIN 1 2 3 4 5 6 7 8 9 10

Road Airport Ocean Tracks Bus Route Sidewalk River Helicopter Pad Dunes Truck Stop

CARDS VEHICLES Sports Car Jumbo Jet Ocean Liner Passenger Train City Bus Bicycle Ferry Helicopter Dune Buggy 18-Wheeler

TERRAIN Road Airport Ocean Tracks Bus Route Sidewalk River Helicopter Pad Dunes Truck Stop

SETUP 1011

Roll high on D10 to determine turn order Each player draws 2 cards Players start in different cities In reverse turn order players place their pawn on a city of their choice

TURN SEQUENCE 1. Draw PhasePlayer draws 1 card 2. Move PhaseA player may move his pawn to a connected city if he has a vehicle card that matches the terrain The vehicle card is discarded after it is used The player may move more than once in a turn if he has the right cards You cannot enter a city another player occupies Keep tract of which cities you have visited 3. Planning PhaseIf the player did not move he may draw an extra card 4. Discard PhaseThe player must discard cards in excess of seven All cards are played and discarded face up

GAME DESIGNERS NOTES Remember what cards have been played

1012

GRECOS INTRODUCTION Wargame for 2 or more players. Mythological Greek theme.

VICTORY Occupy all 6 City States on the Board.

DICE, CHITS, COUNTERS, TILES, & CARDS Tiles are used to make the Map. Chits are used to represent Units. Cards are used for Events. Counters are stacked with units to record damage. Tile, chit, counter, and card sets are common to all players. Six sided dice are needed to play.

TERRAIN TILE LIST There are 4 terrain types: Type: # Type Coastal 14 L City State 6 L Forest 4 L Mountains 4 L Ruins 4 L Abyss 4 W Sea 28 W # = Number of Tiles in Terrain Type = Land or Water Recruit = Type of units can be

Recruit: None Hero, Hoplites, Ships Cyclops, Amazons, Centaurs, Nymphs Harpies, Pegasus, Eagle Medusa, Hydra, Minotaur Titan, Sirens, Kraken, Tritons None Tile Set recruited there

THE MAP Use a Chessboard. Randomly distribute the Terrain Tiles.

SETUP Each Player starts with one Hero unit located in a City State. Randomly determine who goes first.

UNIT CHIT LIST Unit Name: Hero Hoplites Ships Medusa Minotaur Pegasus Centaurs

# 8 8 8 2 2 2 2

Force 5 2 2 5 3 2 3

Move 2 1 3 1 2 4 3

Hits 2 2 1 1 2 1 1

Notes: Men Men, Army Water Monster, Women Giant, Equine Flying, Equine Equine, Army

1013

Amazons Cyclops Harpies Sirens Nymphs Hydra Kraken Tritons Titan Eagle Move = Move points per

2 2 2 1 1 2 1 2 1 2 turn

3 3 3 4 2 3 5 2 5 3

1 1 4 1 1 1 1 1 2 5

1 2 1 1 1 3 3 1 3 1

Women, Army Giant Flying, Women Women, Water Women Monster Monster, Water Men, Army, Water Giant, Land & Water Flying

TURN SEQUENCE Players take turns. Each turn has 4 phases: Recruit Phase Event Phase Move Phase Battle Phase

RECRUIT PHASE Draw 1 Unit Chit from the common pile. Keep your Chits in a pile. Units are recruited from specific Territories. If you have a Unit in an appropriate Territory, you may put a Unit Chit from your pile into play on that territory or in an adjacent territory that is empty or occupied by a unit you control.

ADJACENCY RULE Units or spaces must share a common border to be adjacent. Diagonal spaces and units are not adjacent.

STACKING RULE You may stack up to 4 of your units in a single space. Summoned units do not count against this limit. Units from opposing players cannot occupy the same space.

EVENT PHASE Draw 1 Event card. Max hand size is 5 cards. Discard excess cards.

MOVE PHASE Each unit has a number of Move Points (MP). Water units can only move on Water spaces. Land units can only move on Land spaces. Flying units may move through Water spaces. Flying units may not end their turn in a water space. Heroes and Army units may travel on water spaces if stacked with a Ship. A Hero while stacked with a Pegasus gains Flying & Move = 4. The stacking limit must be strictly enforced. Non-flying units cannot enter or move through a space containing enemy units.

1014

BATTLE PHASE You may attack adjacent enemy stacks with your own stacks. Resolve conflicts between two opposing stacks, one at a time. A turn may have multiple battles between multiple stacks. Battles are fought in Rounds. During each round, each unit, in turn, in both opposing stacks gets to attack once. Start with the Active player (Player whose turn it is) Pick which of your units is attacking, then Roll 1D6. If the roll is equal to or less than the attacking units Force, an enemy unit loses 1 hit. The defender decides which of his units is hit. A unit reduced to zero hits is destroyed. The other player then attacks and so on. This repeats until one side is completely eliminated. Women units attacking a stack containing Men units get Force +1 Instead of having a unit attack, you may play an Event card. Every time the Hydra loses 1 Hit it gets Force +1.

EVENT DECK Event: Pandoras Box Visit Oracle at Delphi Blessing of Kronos Blessing of Zeus Blessing of Poseidon Blessing of Atlas Blessing of Hermes Blessing of Nike Blessing of Prometheus Blessing of Hera Blessing of Pan Blessing of Apollo Blessing of Ares Blessing of Athena Blessing of Artemis Blessing of Asclepius Blessing of Tyche Betrayal Volcano Erupts Whirlpool Trojan Horse Wings of Icarus The Odyssey The Fates Golden Fleece Lost Storm Wine of Dionysus Lotus Eaters Cornucopia of Demeter

Notes: All players draw 5 cards Look at next 7 cards in Deck Player takes another turn after this one All Men units get an extra attack this round All Abyss units get an extra attack this round All Giant units get an extra attack this round All units in stack get Move +2 this turn All Flying units get an extra attack this round Replace target unit with one in your pile All Monster units get an extra attack this round All Forest units get an extra attack this round All Equine units get an extra attack this round All your units get Force +1 this Battle All Women units get an extra attack this round All Army units get an extra attack this round All units in target stack are restored to full Hits Draw 2 cards Gain control of target Unit during battle Destroy random unit in target stack on Mountain Destroy random unit in target stack at Sea All units in target stack get an extra attack this round Move your Hero Unit to any Space Move your Hero Unit to any Space Negate an Event card just played All units in target stack are restored to full Hits Target Stack cannot Move this turn Target Stack cannot Move this turn Target Stack cannot Attack this turn Target Stack cannot Attack this turn All units in target stack are restored to full Hits

1015

GREEK FIRE INTRODUCTION Ramming Speed!!!

EQUIPMENT Hex map. Models or counters. Paper & pencils. 6 & 10 sided dice.

SHIP LOG Keep records of each ship for: Ship Name, Captains name Captain skills, Crew Skills Current number of Crew, Ammo Ship Size, Modified Base Rowing Speed Number & Types of Advantages Victories

VICTORY Rout, capture, or sink your opponent’s fleet.

SCENARIOS Have one person design the scenario. The other player chooses which side he wants to play.

SHIP TYPES Deck Ram Crew 3 1 30 5 2 50 5 3 100 4 4 100 6 5 170 8 5 170 10 6 220 12 7 300 16 8 400 20 9 500 Deck Size = Determines Ram Bonus = Determines Crew = Rowers

Move 4 4 5 5 6 6 5 4 3 2 number damage

Name Triaconter Penteconter Bireme Bireme (Modified Trireme) Trireme Trireme (Full Deck) Quadrireme Quinquereme Large Quinquereme Huge Quinquereme of Advantages. done by ramming.

CREW QUALITY Crews can be poor, good, or elite.

1016

ADVANTAGES Each ship has a number of Advantages equal to its deck size. 1D10 Advantage: Notes 1 Prongs +1 to Ram bonus 2 Sails +1 to Sail Roll 3 Reinforced Hull +1 to defend vs Ram attacks 4 Reinforced Ram +1 to Ram bonus 5 Hoplites Crew +20 6 Hoplites Crew +20 7 Archers Missile Attack 8-10 Missile Roll on Missile Subtable Missile Subtable 1D10 Advantage: 1 Archers 2 Greek Fire 3 Ballistae 4 Catapult 5 Onagers 6 Trebuchet 7 Harpax (Catapult Launched Grapnel) 8 Corvus (Swing Bridge) 9 Tower and Archers 10 Parablemata (Leather Screens)

TURN SEQUENCE A round is when every ship has moved. Players take turns moving their ships, one ship at a time. The player with the larger fleet moves first. For example: Joe has ships A, B, C Andy has ships D, E, F, G, H, I Andy moves D, Joe moves A, Andy moves E, Joe moves B, followed by: F, C, G, H, I When a ship moves it has the following phases: 1. Fire Phase 2. Sail Phase 3. Row Phase 4. Missile Attacks 5. Ramming Attacks 6. Boarding Phase 7. Morale Phase

SHIP COUNTERS All ships have a forward facing. Ships should be marked for easy identification.

FIRE PHASE Ships on fire lose 1D10 crew per fire counter. Roll 1D6 for each fire counter: 1 The fire is put.

2-5

-

6 Put an additional fire counter on the ship. If you are adjacent to a ship on fire, you will catch on fire on a roll of 5-6 on 1D6. Any ship with 6 or more fires is automatically destroyed.

1017

SAIL PHASE Roll 1D6 for the ship: 1 Floundering: -1D6 Move points 2-3 Against the Wind: -1 Move Point this turn 4-7 No effect 8-9 Catch the wind: +1 Move Point 10 +2 Move Points 11+ +3 Move Points Add 1 to your roll per Sails Advantage the ship has. Add 1 for an elite crew. Subtract 2 for a poor crew. Subtract 2 if ship is on Fire. Subtract 4 if you rammed or were rammed last turn.

ROW PHASE Only one ship per hex. Each ship has a base number of Move points. Subtract 3 if you rammed or were rammed last turn. Add the modifier determined in Sail Phase. Ship speed is decreased equal to the percentage of rowers lost (Killed) rounding down. If you were at a complete stop last turn you can move a maximum of half speed. A ship may go at ramming speed and get +2 Move points. A ship may only go at ramming speed if it will end up ramming. Grappled ships may not move. If you are grappled you may attempt to ungrapple: Roll 1D6. on a roll of 4-6 you may move. A ship may use some, none or all of its move points. A move point can be used to turn one hex face. A move point can be used to move forward or backwards one space.

MISSILE ATTACKS A ship may make Missile attacks at any point, or points during its move. Archers, Greek fire, Ballistae, and Catapults are all Missile attacks. An Advantage may only make one attack per turn. Weapons hit on a roll of 6-10 on 1D10. Subtract 1 if the target has parablemata. Missile Advantages have enough ammo for 10 shots each. Weapon Range ToHit Dam Fire Minimum Range Rowers 1 -1 1D10 1 Archers 2 +2 1D10 1 1 Greek Fire 1 0 2D10 1-4* 1 Ballistae 4 +1 1D6 1 1 Catapults 6 -1 2D10 1-2 2 Onagers 4 0 1D10 1 1 Trebuchet 10 -2 3D10 1-3 3 Tower Archers 3 +3 1D10 1 1 Note: Rowers throw javelins from a sitting position. This represents the combined attack of all rowers. Fire = The chance the enemy ship catches on fire on a roll of 1D6. Put 1 Fire counter on the ship. Inflicts 1D3 Fire counters. Dam = Number of enemy crew killed if attack hits. ToHit = Modifier to the “to hit” roll. Range = in Hexes

RAMMING ATTACKS 1018

If a ship moves forward 1 or more spaces in a row, and is facing an opposing ship in its forward adjacent hex, it may ram it. Roll on the Ramming table: 1D10 Damage Result 1-2 No effect 3-6 Oars sheared: Opposing ship has –1D6 Move points 7-8 Opposing ship sinks in 2D6 turns and has –1D6 Move points 9 Opposing ship sinks in 1D6 turns and has –1D6 Move points 10+ Opposing ship sinks (is immediately destroyed) Subtract 5 if the rammer moved less than 3 spaces in a row to reach its target. If both ships are facing each other subtract 2. The attacking ship adds its Ram bonus to the roll. The defending ship subtracts its Ram bonus from the roll. The defending ship subtracts its Hull advantage from the roll. A ship cannot move any more on the same turn after ramming.

BOARDING ATTACKS If an opposing ship is adjacent you may board it on a roll of 6-10 on 1D10. The ships are considered to be grappled. Add 1 if you have a Harpax. Add 1 if you have a Corvus. Add 1 if you are the larger ship. Add 1 if you rammed the ship this turn. Add 1 if the ships are rammed together. For each 10 crew you have (rounding up) roll 1D6. This is the number of enemy crew lost. The opposing ship simultaneously rolls and inflicts casualties. A ship with no crew cannot move or attack. An empty ship may be captured by an adjacent ship. The capturer may split its crew between the 2 boats.

MORALE PHASE Roll on the following table. 1D10 Result 0 Rout or Surrender (or Abandon Ship) if enemy ship adjacent 1-2 Rout: Try to escape 3-10 Keep fighting Add +2 if no crew have been killed yet this battle. -3 if sinking. -2 if half of crew are dead. -1 if adjacent to enemy ship with larger crew. -1 if enemy has more Size points worth of ships. -2 if any friendly ships in 20 hexes are routing.

LEGENDARY CAPTAINS & CREWS Each ship has 1 Captain. The basic Captain has 0-1 skill. Heroic Captains have 2 or more skills. Elite crews will also have 1 or more skills. Nationality indicates skills exemplified by certain cultures. 1D6 Skill Notes Nationality 1 Melee +1 to all rolls in Boarding Phase Spartan 2 Sailing +1 to Sailing roll Phoenician 3 Rowing +1 Move point Egyptian 4 Rally +2 to Morale roll Roman 5 Ramming +1 to Ram bonus Athenian 6 Missiles +1 to hit with all Missile attacks Persian

1019

TERRAIN Hex Type: Open water Shallows Rocky Shallows Gulf Stream Rough Waters Sargasso Land

Notes: Run aground Roll on Ramming Table +1 to Sailing Roll -1 to Sailing Roll Cost 2 Move points to enter Ships Cannot enter

GREEK NAVAL TACTICS GLOSSARY Periplus- Outflanking maneuver. Diekplus- Attacking in column formation to break enemies line. Kyklos- Defensive circle with all ships facing outwards.

OPTIONAL RULE: FREE FOR ALL FIRING Any ship may make missile attacks during another ships move. A Missile Advantage may only make one attack per turn.

LINKS CounterMoves Format

1020

GREEK HEROES INTRODUCTION Scenario for WarpQuest. Click here for the WarpQuest Core Rules. Each player controls a Greek Hero on a Quest to retrieve the Golden Fleece.

YOUR HERO Each player has one Hero (Pawn). A Hero has 6 skills. Heroes are Male (The Woman skill is actually an advantage). Roll on the Main Hero Skill Table to see what skills the Hero gets

MAIN HERO SKILL TABLE 1D6 1 2 3 4 5 6

Skill: Wit +2 Strength +2 Archer +2 Sword +2 Navigation +2 Roll on Minor Skill Table...

MINOR HERO SKILL TABLE 1D6 Skill: 1-2 Healing +2 3-4 Music +2 5-6 Swift +2 Notes: There are other skills such as flying, woman, gold, etc. that can only be acquired through relics & companions & blessings.

MODULES There is no Module 1 and Module 2. There is just one Module. The ‘Artifact’ is the Golden Fleece. Whoever controls the Golden Fleece gains Healing +4 and Gold +4

FOES & TESTS These are the Challenge cards. If you fail a Challenge you must either discard a Companion or go back 2D6 spaces.

RELICS, COMPANIONS, & BLESSINGS Treat Blessings like regular Aid cards. They are used once and discarded. Relics and Companions stay in play permanently.

CHALLENGE DECK CARD LIST Card Name:

Notes:

1021

Centaurs Chimaera Cyclops Dragon Gorgon Harpy Hydra Lion Minotaur Sphinx Griffon Sirens Sea Serpent Kraken Hecatoncheire Antaeus the Giant Cerebus Erymanthian Boar Stymphalian Birds Cretan Bull Ceynean hind Diomedes wild mares King Midas Satyr Nymph Circe Pirates Lepers Philosophers Lotus Eaters Amazons Aphrodite Hypnus Oceanus Duel Wrath of the Furies Cursed by a God Olympic Games Long Journey Labyrinth Whirlpool Shipwreck Lost at Sea Augean Stables Gold of Midas Wine of Dionysus Nectar of the Gods Blade of Hephaestus Lyre of Apollo Owl of Athena Aegis Shield Arm-band of Zeus Winged Sandals Helm of Invisibility The Argos Lightning Javelins Wings of Icarus Cornucopia of Demeter Hyppolita's golden girdle Amazons) Pan's Flute Hesperides garden Apples Ancient Mariner Scholar Pegasus Poseidon's Gift Horse

1022

Foe: Music or Wine or Sword Foe: Wit or Flying (Petrification) Foe: Wit or Archer or Wine (Blind him) Foe: Archer (Locate the soft spot) Foe: Wit (Medusa) Foe: Sword or Archer (Screeching) Foe: Strength, Wit (Regenerating heads) Foe: Music or Strength or Healing (Thorn in paw) Foe: Wit or Music (In Maze) Foe: Wit (Riddle) Foe: Music or Sword or Blessing of Prometheus Foe: Wit or Navigation or Flying (Song) Foe: Navigation or Strength or Flying Foe: Flying or Navigation (Giant Sea Monster) Foe: Sword or Blessing (100 Handed Giant) Foe: Strength (He is weak if not touching ground) Foe: Strength or Wit (3-Headed dog Guards underworld) Foe: Strength or Swift or Wit Foe: Archer or Wit Foe: Wit or Strength Foe: Swift or Wit Foe: Wit or Swift (flesh eaters) Foe: Wit (His touch turns all to gold) Foe: Wit or Gold or Wine or Music (Half man, half goat) Foe: Strength or Woman (Seduces men) Foe: Wit or Woman (Sorceress, turns men into pigs) Foe: Sword or Gold or Wine or Wit or Navigation Foe: Healing or Music (Spread their disease) Foe: Wit (Argue with the Sophists) Foe: Wit or Healing or Music (Powerful Drug) Foe: Woman or Wit (Seduce their Queen) Foe: Woman (Goddess of Love) Foe: Companions (God of Sleep) Foe: Navigation or Demigod (Titan of the Sea) Foe: Sword Foe: Blessing Foe: Blessing Test: Swift or Strong Test: Navigation or Swift or Flying Test: Wit or Swift Test: Navigation or Flying Test: Navigation or Flying Test: Navigation or Flying Test: Wit or Strength Relic: Gold +4 (Discard after 3 uses) Relic: Wine +4 (Discard after 3 uses) Relic: Wine +4 (Discard after 3 uses) Relic: Sword +2 Relic: Music +2 Relic: Wit +2 Relic: Defeats all Foes (Return to Zeus in 5 Turns) Relic: Strength +2 Relic: Flying +4 (Gift of Hermes) Relic: Defeats all Foes (Return to Hades in 5 Turns) Relic: Navigation +2 (Legendary Ship) Relic: Archer +2 (Discard after 3 uses) Relic: Flying +4 Relic: Sword +2 (Ambrosia feeds Army) Relic: Gold +4, Healing +2 (Gift of queen of the Relic: Music +2 Relic: Healing +2 (Discard after 3 uses) Companion: Navigation +2 Companion: Wit +2 Companion: Flying +4 Companion: Swift +2

Temple Maiden White Eagle of Zeus Phoenician Mercenaries Argonauts Promethean Clay Idmon (seer of Argos) Helena Andromeda Persian War Amazon War Trojan War Peloponesian War Pandoras Box Visit Oracle at Delphi Made King Blessing of Kronos Blessing of Poseidon Blessing of Atlas Blessing of Hermes Blessing of Nike Blessing of Prometheus Blessing of Hera Blessing of Pan Blessing of Apollo Blessing of Ares Blessing of Athena Blessing of Artemis Blessing of Asclepius Blessing of Tyche Visit Olympus Child of Zeus Hermes, God of Thieves Eris, Goddess of Strife Inspired by the Muses

Companion: Woman +2, Healing +2 Companion: Flying +2 Companion: Sword +2 Companion: Sword +2 Companion: Any one skill +2 (Pick at Draw) Companion: Wit +2 Companion: Woman +4 Companion: Woman +4 Foe: Sword or Navigation Foe: Sword or Archery Foe: Sword or Wit Foe: Sword or Navigation Shuffle discards into deck Look at next 7 cards in Deck Target Hero gains skill of Gold +4 Aid: Move Forward 1D6 Spaces or Blessing +4 Aid: Navigation +2 or Blessing +4 Aid: Strength +2 or Blessing +4 Aid: Swift +2 or Blessing +4 Aid: Sword +2 or Blessing +4 Aid: Wit +2 or Blessing +4 Aid: Healing +2 or Blessing +4 Aid: Music +2 or Blessing +4 Aid: Music +2 or Blessing +4 Aid: Sword +2 or Blessing +4 Aid: Woman +2 or Blessing +4 Aid: Archer +2 or Blessing +4 Aid: Healing +2 or Blessing +4 Aid: Move Forward 1D6 Spaces or Blessing +4 Move Forward 1D6 Spaces Hero gains Demigod +4 Discard one Relic Discard one Companion Aid: Move Forward 1D6 Spaces

NOTES This is a conversion of Agea.

1023

GREEN PLASTIC MASSACRE INTRODUCTION Combat rules for plastic Army men.

MATERIALS Army Men Safety Goggles Yard stick Marbles Golf balls Tennis balls Dice Pencils 'Terrain' (Furniture, Books, Cans, Boxes, Fine China)

SETUP Armies start at opposite ends of the room. Determine turn order: High roll gets to go first each turn.

TURN SEQUENCE Each figure gets to move once and attack once per turn. Mortars, Machine guns & artillery can either move or attack during a turn.

MOVEMENT Unit Type Fixed Artillery Mortar/MG team Infantry Tank Horse Horse & Cart Other vehicles

Feet 0 1/2 1 2 2 1 3

ATTACKING A figure can only attack another unit if it is in range. Any unit knocked over by an attack is killed.

ATTACK RANGES Weapon Pistol Flame Thrower Bazooka Rifle Prone Rifle Sniper

1024

Feet 2 1 3 4 3 5

SMG

3

Machine Gun Grenade Hand to Hand Mortar Artillery Radio(Artillery) Tank Main Gun

4 1 1/6 7 Any Any Any

ATTACK RESOLUTION Pistol- Stand over the attacker. Drop a marble from the tip of your nose. Rifle- Standing 10 feet away from the target throw a marble. Sniper- Standing 5 feet away from the target throw a marble. SMG- Standing 15 feet away from the target throw 3 marbles simultaneously. Machine gun- Standing 15 feet away from the target throw 6 marbles simultaneously. Grenade- Standing 5 feet away from the target throw a golf ball. Bazooka- Standing 10 feet away from the target throw a golf ball. Mortar- Standing 15 feet away from the target throw a golf ball. Flamethrower- Stand over the attacker. Drop a tennis ball from the tip of your nose. Artillery- Standing 15 feet away from the target throw a tennis ball.

HAND TO HAND ATTACKS This occurs between two infantry within 2 inches of each other. Roll 1D6 to determine the method of resolution: 1- Thumb wrestling 2- Arm wrestling 3- Staring contest 4- Pencil fight 5- Slaps 6- Rock, Paper, Scissors The winner of this contest kills the opposing figure.

GAME DESIGNERS NOTES & SAFETY RULES Wear goggles at all times. Never throw at another human being or animal. Resolve disputes with dicerolls if necessary. You may want to substitute other lightweight, blunt projectiles such as wiffleballs or playdough. Cowboy & Indian version: Use rubberbands for arrows.

1025

GROGNARDS INTRODUCTION Board & card game for 2 players. Napoleonic warfare theme. Abstract skirmish level combat. Each figure represents a company or unit of men.

VICTORY You rout the enemy if you destroy 9+ of his units.

THE MAP Use an 8x8 chessboard.

THE MEN Use chits or miniatures to represent units. There are 3 types of units: Cavalry, Infantry & Artillery. Each player starts with: 4 Cavalry 8 Infantry 4 Artillery

SETUP Each player places one unit on each square of his back two rows. Units may not stack.

THE CARDS Players share a common deck. The deck contains 1 copy of each card in the Card list.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Fire Phase

ORDERS PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE 1026

Play (discard) a Move card to move one of your units. The move card has a number. This is the number of spaces the unit moves. Moves can be diagonal or orthogonal. “Knight” type move cards allow a unit to move like a knight in chess. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card.

FIRE PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. “Knight” type attack cards produce an attack with a range like a knight in chess. The enemy unit that is the target of the attack is automatically Killed and removed from the map. Cavalry units can only use Cavalry Cards. Infantry units can only use Infantry Cards. Artillery units can only use Artillery Cards. Your opponent may play certain Defense cards to negate your attack.

CARD LIST NOTATION M = Movement A = Attack R = Artillery I = Infantry C = Cavalry D = Defense U = Any type of Unit K = as a Knight would move in Chess Type = Purpose of card Use = What type of unit can use the card

CARD LIST Card Name: Socket Bayonets Sword Bayonets Grenadiers Fusillade Volley Three Deep Line Musketry Rifles Sharpshooters Echelon Advancing Line March Column Skirmishers Double Canister Canister Roundshot Mortar Cannonballs Spherical Case Shrapnel Limber Artillery Wagon

Range 1 1 2 2 3 3 3 4 4 1 1 2 2 K 1 2 3 K 4 5 6 1 1

Type A A A A A A A A A M M M M M A A A A A A A M M

Use I I I I I I I I I I I I I I R R R R R R R R R

1027

Lances Sabers Overrun Pistols Carbines Trot Canter Gallop Outflank Charge Spur Open Order Square Formation Rally Wheel About Screen

1 1 1 2 3 1 2 3 K 4 5 -

A A A A A M M M M M M D D D D D

C C C C C C C C C C C I I U C I

Negate Negate Negate Negate Negate

an Artillery attack a Cavalry attack any Attack any Attack any Attack

TERRAIN Terrain is optional. There are 6 types: Clear- No effect. Deep Water- Units cannot move into it or through it. Forest- Units can move or attack into it or out of it, but not through it. Hill- Units cannot attack through it, except for Artillery attacks of 5-6. Redoubt- Attacks into a redoubt fail 50% of the time (flip a coin). Units cannot move or attack through a redoubt. Shallow Water or Marsh- Units cannot move through it.

1028

GROUND WAR 3000 INTRODUCTION Sci-Fi themed Board & card game for 2 players. Each figure represents a vehicle, mech, or infantry squad.

VICTORY You rout the enemy if you destroy 9+ of his units.

THE MAP Use an 8x8 chessboard.

UNITS Use chits or miniatures to represent units. There are 3 types of units: Mechs, Infantry & Vehicles. Each player starts with: 2 Mechs (3 Hits each) 8 Infantry (1 Hit each) 6 Vehicles (2 Hits each)

SETUP Each player places one unit on each square of his back two rows. Units may not stack.

THE CARDS Players share a common deck. The deck contains 2 copies of each card in the Card list.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Fire Phase

ORDERS PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE 1029

Play (discard) a Move card to move one of your units. The move card has a number. This is the number of spaces the unit moves. Moves can be diagonal or orthogonal. Instead of moving just one unit in any direction, you have the option of moving up to 3 units forward the indicated number of spaces using a single move card.

FIRE PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. The enemy unit that is the target of the attack takes 1 point of Damage. A unit that is reduced to zero hits is destroyed and removed from the map. Your opponent may play certain Defense cards to negate your attack. Mechs may make up to 2 attacks per turn.

CARD LIST NOTATION M = Movement A = Attack D = Defense V = Vehicles I = Infantry R = Mechs H = Heavy: Applies to Mechs & Vehicles L = Light: Applies to Infantry & Vehicles B = Bipedal: Applies to Infantry & Mechs U = Any type of Unit K = as a Knight would move in Chess X = Place an extra infantry unit on any open space on the Board N = Negate Move card just played S = Negate Move card just played & target takes 1 point of damage E = Look at Opponents Hand C = Draw 2 cards J = Opponent must discard 2 random cards Z = Move 1 Space & Attack at range = 1 Type = Purpose of card Target = What units are targeted by the attack User = What type of unit can use the card

CARD LIST Card Name: Close Assault Pulse Rifles High Tech Sniper Nuclear Mortars Thermal Grenades Laser Bazooka Man Portable Missiles Crush Underfoot Pummel Flame Cannon Laser Cannon Auto-Cannon Plasma Cannon Particle Cannon Tac-Nukes Swarm Attack

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Range 1 1 2 K 1 2 3 1 1 2 4 3 3 4 5 1

Type Z A A A A A A Z A A A A A A A Z

User U I I I I I I R R H H H H H H I

Target U I I U H H H L H U U U U U U R

Fighting Advance Ground Pounders Exoskeleton Jump Troops Mechanized Infantry Infiltration Drop Ship Robotic Legs Treads Tracks Wheels Hovercraft Anti-Gravity Gyro-Jet Skimmer Lumbering Gait Level Ground Fast Pace Crush Buildings Pinned Fall Terrain Obstacle Rough Ground Power Armor Rubble Take Cover Force Fields Heavy Armor Massive Bulk Robotic Minefield Orbital Bombardment Close Air Support Call in Artillery Electronic Warfare Battle Computer Jam Communications Decoy Signal

1 1 2 3 2 1 1 1 1 2 3 4 5 K 1 3 4 K 5 4 3 -

Z M M M M M X M M M M M M M M M M M M N S N N D D D D D D S A A A E C J D

I B B I L Z H V V V V V V V R R R R I I L H H R U U U U

U I R L V U U U U -

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GUILD MASTER INTRODUCTION Players take the role of founding fathers of a medieval town. The best builder earns the title of Guild Master.

THE CARDS There are 116 cards listed. These will have to be manufactured by the players. Information on the card must include: The card name, resources it provides, and bonuses it receives.

SET UP Shuffle the Deck thoroughly. Each player is dealt 5 cards. Determine player turn order by any convenient method.

TURN SEQUENCE Players take turns. A turn consists of the following phases: 1. First Draw Phase 2. First Trade Phase 3. Discard Phase 4. Second Draw Phase 5. Second Trade Phase 6. Build Phase

DRAW PHASES The current player may draw up to 5 cards. If you already have 5 or more cards in your hand you can't draw anymore cards.

TRADE PHASES The current player may trade cards with other willing players. Trades cannot be forced. A player never has to show his cards or do a trade. Trades do not have to be equal. For example: Two for one.

DISCARD PHASE The current player may discard from zero to three cards into the discard pile.

BUILD PHASE The current player picks one resource category out of the 10 available. If the player has any cards of that resource in his hand he may 'build' them. 'Built' cards are placed face up in front of the player. A player 'owns' all the location cards he builds. These cards count towards the players' victory calculation at the end of the game.

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END OF GAME The game ends at the end of the turn the last card is drawn from the deck.

VICTORY CALCULATION When the game ends each player adds up all the points they've accumulated in each of the 10 resource categories. Players may want to keep a running total during play. Each location put in play provides two resource points in one category or one resource point in two categories. Example: TT = Two resource points in the Trade/ Transportation resource category Many cards give a bonus resource point if you own another specific card. Example: You get an extra T for the Trade Route card if you also own the Cross Roads card. The player with the highest score in the most categories is the winner.

RESOURCE CATEGORIES # 1 2 3 4 5 6 7 8 9 10

Categories Abbreviation Food/ Agriculture F Trade/Transport T Construction/ Materials C Religion/ Church R Government/ Nobility G Military/ Fortifications M Public Health P Arts/ Entertainment A Learning/ Education L Industry/ Crafts I

CARD LIST Location Name Cross Roads Trade route Farmland Irrigation Grainmill Vineyard Quarry Mason Gold Mine Salt Mine Iron Mine Smelter Logging Camp Lumbermill Carpenter Papermill Fishing Village Pearl Divers Ranch Hunting Grounds Herbalist Orchard Stone Walls Castle Guard Tower Moat Gatehouse

Resources TT TT FF FF FF FF CC CC TT FF II II CC CC CI II FF II FF FF IP FF MM MG MM MM MM

Bonus Cross Roads +T Irrigation +F Farmland +F Quarry +C

Iron Mine +I Logging Camp +C Lumbermill +C Lumbermill +I Fishing Village +I

Mason +M Castle +M Stone Walls +M

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Apothecary Brothel Bath House Sewers Aqueduct Library Builders Hall Blacksmith Armorer Barracks Marketplace Bowyer Fletcher Stables Temple Wizards Tower Merchant Shops Merchants Guild Spice Merchant Tavern Inn Alchemist Inventor Scribe Brewer Woodcarver Glassblower Tanner Weaver Tailor Bakery Jeweler Palace Townhall Docks Shipyards Fishing Fleet Merchant Fleet Caravan Theatre Garden Wheelwright Cobbler Dye Maker Port Warehouses Bazaar Granary Catacombs Graveyard Shepherd Monastery Shrine Cathedral Almshouse Hospital Kings Highway Surgeon Barber Architect Greenhouse Circus Fairgrounds Dungeon Gambling Hall Pub

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PI AA AP PP PP LL CC II MI MG TT MI MI MT RR LL TT TT FT AA AT LI LI LI FA II II II II II FF II GG GG TT TT FF TT TT AA FP TI II II TT TT TT FF RP PP FF RR RR RR PP PP TT PP PP CC FA AA AA GG AA AA

Port +A Aqueduct +P Architect +P Printing Press +L Mason +C Iron Mine +I Iron Mine +I Arena +M Bowyer +I

Merchant Shops +T Brewery +A Cross Roads +T Papermill +I Logging Camp +I Cattle Ranch +I Granary +F Gold Mine +I Town Square +G Port +T Fishing Village +F Port +T Trade Route +T Schoolhouse +A Blacksmith +T Tanner +I Fishing Village +I Docks +T Marketplace +T Farmland +F Temple +R Cathedral +R

Shrine +R Monastery +P Surgeon +P

Glassblower +A Castle +G Brewery +A

Town Square Butcher Rug Merchant Schoolhouse Tollbooth Bridge Sculptor Sage University Printing Press Fortune Teller Thieves Guild Candlestick Maker Clock Maker Laundry Jousting Pavilion Archery Range Arena Toymaker Beekeeper

TG FF TI LL GG TT AA LL LL LI AA TT II II PP AM AM AM AI FI

Cross Roads +T Ranch +F Bridge +G Quarry +A University +L Library +L Dye Maker +L Bazaar +T Beekeeper +I Inventor +I Aqueduct +P Fairgrounds +A Fletcher +M

GAME DESIGNERS NOTES You can of course add more cards, remove some, change others, etc. A few key changes would give the game a Roman flavor. Other 'flavors' could include: Western town, Space colony, Military base, Modern city, Renaissance city state, Oriental town, Arabian city, Industrial Era town, etc. The resource categories may be changed as well to suit the milieu. The above card list is not strictly medieval. There are anachronisms, fantasy elements, and cross-cultural references. You may want to clean it up to make it historically accurate.

INSPIRING RESPONSE Hello! My name is Aaron Dalton, I am a High School English Teacher in Evanston, Wyoming. I am also an avid gamer, and stumbled across your site from the ed games newsletter. Wow! What a resource. I had an opportunity to create about 75% of the cards for your game "Guildmaster". We were able to play a modified version, each student alloted 3 cards, plust a few random students with 4 or 5. We played two rounds, and it went really well. Our "Guildmaster" had 16 points in one resource, but ended up owing many favors for cards given to her. I designed the cards with roads. As the students built their holdings, they had to match up the roads, and tape them to the chalkboard. The resulting city was very chaotic, and went along well with our non-fiction reading "The Labyrinthine City of Fez" by Anais Nin. It served as a take-off point for our discussion of the story. Thank you very much! It is always fun to meet a fellow gamer, and to try something new. Please send any replies to [email protected]. Sincerely, Aaron Dalton

LINK Guild Master has been published in the ACADEMIC GAMING REVIEW

INCREASED PLAYER INTERACTION VARIANT 1035

by Marcelo Paschoalin ([email protected]) The changes on the original rules are on ALL CAPS. The major changes on the game are below. Everything else is the same as the original.

---------------------------------1. 2. 3. 4. 5. 6. 7.

First Draw Phase GUILDMASTER PHASE First Trade Phase Discard Phase Second Draw Phase Second Trade Phase Build Phase

DRAW PHASES ALL PLAYERS may draw up to 5 cards. If you already have 5 or more cards in your hand you can't draw anymore cards.

GUILDMASTER PHASE Using his hand of cards, each player makes a hidden bid to achieve the title of Guildmaster. After all the players have decided on the amount of cards they will bid, they must tell to the other players the amount chosen. If there's a draw, the players not involved on the draw must choose by open vote who will be the Guildmaster. If there's no agreement on that, chance will dictate who will be the Guildmaster (coin toss, dice roll, lotery numbers...).

TRADE PHASES ALL PLAYERS may trade cards with other willing players. THERE'S NO LIMIT ON

TRADES. Trades cannot be forced. A player never has to show his cards or do a trade. Trades do not have to be equal. For example: Two for one.

DISCARD PHASE ALL PLAYERS may discard from zero to three cards into the discard pile.

BUILD PHASE THE GUILDMASTER picks one resource category out of the 10 available. If the PLAYERS HAVE any cards of that resource in his hand THEY may 'build' them. 'Built' cards are placed face up in front of the player. A player 'owns' all the location cards he builds. These cards count towards the players' victory calculation at the end of the game.

VICTORY CALCULATION When the game ends each player adds up all the points they've accumulated in

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each of the 10 resource categories. Players may want to keep a running total during play. Each location put in play provides two resource points in one category or one resource point in two categories. Example: TT = Two resource points in the Trade/ Transportation resource category Many cards give a bonus resource point if you own another specific card. Example: You get an extra T for the Trade Route card if you also own the Cross Roads card.

EACH PLAYER GAINS POINTS EQUAL TO THE AMOUNT OF RESOURCE POINTS ON HIS _WORST_ CATEGORY, PLUS ONE POINT ON EACH CATEGORY HE HAS MORE RESOURCE POINTS THEN THE OTHER PLAYERS. IF MORE THEN ONE PLAYER LEADS A CATEGORY WITH THE SAME AMOUNT OF RESOURCE POINTS OF ANOTHER PLAYER, BOTH GAIN THE BONUS POINT. Example: On the end of a game with 5 players, the resource points on the 10 categories (F, T, C, R, G, M, P, A, L, I) are below: Sue: 10, 4, 4, 4, 0, 3, 6, 3, 0, 12 Tom: 5, 8, 2, 2, 2, 5, 6, 6, 6, 4 Jeff: 6, 9, 4, 0, 5, 1, 5, 8, 1, 7 Bill: 7, 10, 1, 2, 2, 4, 3, 4, 2, 9 Jane: 5, 7, 2, 1, 2, 4, 1, 5, 5, 12 Sue ends the game with 5 points (0 on the worst category; leads on F, C, R, P, I) Tom ends the game with 5 points (2 on the worst category; leads on M, P, L) Jeff ends the game with 3 points (0 on the worst category; leads on C, G, A) Bill ends the game with 2 points (1 on the worst category; leads on T) Jane ends the game with 2 points (1 on the worst category; leads on I)

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GUNDAM WING by Emil Srdoc

INTRODUCTION Variant of Mekatac incorporating Mobile Suit Gundam background material.

DISCLAIMER Mobile Suit Gundam is a licensed, copyrighted property. This is merely a fan site.

PIECES Use Miniatures. Dice required. Paper and pencil required.

SETUP One player designs the scenario. The other player picks which side he wants to control.

TURN SEQUENCE 1. Initiative Phase 2. Movement Phase

INITIATIVE PHASE If 6 or less mobile suits are fighting, roll 1D10 for each Mobile suit in Play. Add move points to the roll. Highest roll moves first, lowest roll moves last. All the rest are in between, based on their roll. If there are two or more suits with same initiative, roll their dice again. If more suits are involved, roll 1D10 for each side, and add slowest unit's move points. Suits are then moved starting with the side that rolled highest, and moving alternately until all Suits have had opportunity to move. In addition to this, you can make an activation roll for each Suit you wish to move. This is done by rolling a 1D6, and if the roll is equal to or less than Pilot's quality, you get to move the suit. Pilot's quality can go from 2 for Green to 5 for Elites. (6 is reserved for ZERO system users)

MOVEMENT PHASE Each suit can attack with each of its Weapons once per turn. Suit can attack at any point during its move phase. Unless punch/kick attack is made, in which case no other weapon may be used. SUIT MOVE SIZE SIZE POINTS HITS CLASS 2 8 10 Small 3 8 10 Small

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4 7 10 Small 5 7 15 Medium 6 6 15 Medium 7 6 20 Medium 8 5 20 Medium 9 5 25 Large 10 4 25 Large 11 4 30 Large 12 3 30 Large Notes: One move point can be used to move the suit forward one inch or for one turn of up to 60 degrees. Cost is equal to suit's size. Gundams cost is size*3, but their size and hits are doubled, while all other values remain unchanged.

ATTACKS Ranged attacks hit on a roll of 6+ on 1D10. HTH attacks hit on a roll of 3+ on 1D10. If target is Small, -1 to hit, if Large, +1. If suit moved this turn: -1 to hit with ranged weapons. The ranges listed are long range. Attacks at half this distance (rounded up) are +1 to hit. Firing at point blank (quarter long range, rounded down) are +2 to hit. If in HTH combat, add speed difference between attacking and defending suit. Plasma weapons & Flamethrowers are +1 to hit. The Bomb is a self destruct mechanism. All suits within 1 inch take 4D10 Damage. Polearms attack all targets within range and in weapons attack arc. Any HTH weapon used against hand weapons has -4 to hit, against polearms only -2. HTH weapons ignore all sorts of protection. All weapons attack into a 180 degree arc. The arc is determined by the suits weapon configuration. Arcs include: (F)orward, (L)eft, (R)ight, and (B)ack. The arcs overlap. Only 1 class of weapon may attack into an arc during 1 turn.

CRITICAL DAMAGE TABLE D10 System Damaged Notes: 1 Leg Destroyed Suit cannot move or change facing but can still attack 2 Pilot Shaken Pilot takes 1D6 hits 3 Jets destroyed No move bonus & Fall if flying. If none available treat as Leg hit. 4-5 Weapon 1 Random system destroyed 6 Reactor Core Suit will explode as bomb if 1-3 rolled on 1D6. Roll after hit, and at the begining of next turns. 7 Computers Suit has -2 to hit on all attacks 8 System Shock Suit can do nothing on its next move 9 Topple Suit spends next turn getting up. No move or attack 10 Electrical Fire Take 1D4 Damage at the beginning of every turn Notes: Roll on the hit table for each 5 damage (rounded down) a hit inflicted after penetrating defences for ordinary suits. That is, 5-9 damage points penetrated give 1 roll, 10-14 gives 2 rolls, etc. Gundams roll on hit table once for each 10 points of damage that manage to get through. Pilots have 6 hits each. A Flying suit that falls loses 2D6 X 10% of its full Hits.

WEAPON SYSTEMS All ranges are in inches. Laser Weapons: SIZE Lasgun 1 Lascannon 2

DAMAGE 1D8 2D8

RANGE 8 12

AMMO U U

COST 1 2.5

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Particle Accelerator Missile Launchers: Small Medium Large X-Large Ballistic Weapons: Rail Gun Rail Cannon Siege Gun Plasma Weapons: Plasgun Plasma Rifle Plasma Cannon Mega Cannon Flamethrowers: Small Medium Large Mortars: Small Medium Large Machineguns: Vulcan Machine Gun Chain Gun Gatling Gun

3 SIZE 1 1 1 1 SIZE 1 2 3 SIZE 1 2 3 3 SIZE 1 2 3 SIZE 1 2 3 SIZE .5 1 2 3

3D8 DAMAGE 1D10 2D10 3D10 4D10 DAMAGE 1D10 2D10 3D10 DAMAGE 1D10 2D10 4D10 5D10 DAMAGE 2D10 4D10 6D10 DAMAGE 1D8 2D8 3D8 DAMAGE 1D6 2D6 4D6 8D6

OTHER SYSTEMS SIZE

16 RANGE 8 12 16 20 RANGE 8 12 16 RANGE 6 8 10 12 RANGE 2 3 4 RANGE 18 24 30 RANGE 4 6 8 10

U AMMO 6 3 2 1 AMMO 12 8 6 AMMO 10 8 6 4 AMMO 10 8 6 AMMO 10 8 6 AMMO 12 8 6 5

COST

4 COST 1 1.5 2 1.5 COST 1.5 3 4.5 COST 1 2 4 4 COST .5 1.5 2.5 COST 2.5 5 7.5 COST .5 1 2 4

NOTES

Armor 1 1 60/hits (round down) gives damage reducement from ranged weapons. Gundams double dam. red. Shield 1 1 -4 to opponent's HTH hit roll from assigned arc. Jammer 1 1 -1 to opponent's ranged hit roll Defender .5 1 Reduces ranged damage at max. -4. Each forms a protective barrier 1 to 1/4 inch wide. Bomb 1 1 Self destruct Sidearms 1 1 Claws, Jaws, etc. Thrown Weapon 1 Upgrade for shields, sidearms or Hand wpn. Range: 2 inch. Can be used only once. ReThrown Wpn. 1 2 Same as Thrown, but can be used Unlimited number of times. Hand Weapon 1 1 Swords, sabres, etc. Range: .5 inch Polearm 1 2 Spears, Scythes, etc. Range: 1 inch Targeter 1 1 +2 to hit with one ranged attack Power boost 1 1 +2 damage per Damage Dice rolled by Laser, Plasma, Hand Wpn. or Polearm Jets 1 2 30/hits (round down) gives move bonus. Gundams double move bonus. ZERO system 5 -2 to opponenent's ranged hit, -4 to opponent's HTH hit roll, +4 to initiative. AI control 2 size *1.5 while all other values (basic cost, too) remain unchanged. -8 to initiative. If Defenders barrier is 1" wide, dam. red. is -1. If the barrier is 1/4" then dam. red. is -4 for each barrier. When barrier width is stated, add all damage reductions together. Nearest part of the barrier cannot be more than 1" away from the suit.

HAND TO HAND DAMAGE TABLE WEAPON CLASS PUNCH/KICK SIDEARM HAND/POLEARM

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DAMAGE 1D6 2D6 2D10

In Punch/kick attack add/substract 1 damage per size difference between Attacker and Defender. MISSILE & BALLISTIC ROUNDS (only one can be used at the same time) Type: Weapons using: Notes: Armor Piercing Machineguns, Missiles, Ballistics +1 damage per Damage Dice rolled AI Guided Missiles To Hit +1 High Explosive Mortars, Missiles Area of Affect = 1 inch wide circle Nuke shell XL missiles Destroys everything in 10" circle. Costs additional 2.5

GUNDAM 2000 FACTIONS: Gundams (Good guys) Earth Sphere Alliance (Connection with previous seasons of GW) OZ/Romefeller Foundation (Bad guys) Sanc Kingdom (Peacecrafts' home) Mariemaia's Army (OZ's remnants in Endless Waltz) White Fang (Ultra-nationalistic Colonials) Maganac Corps (Quatre's family troops)

MOBILE SUITS Early Gundams: NAME SIZE COST EQUIPMENT Wing 8(16) 44 3 Jets, Mega cannon(R), 2 Machine gun(F), Hand Wpn.(R), Shield(L), 5 Armor, Targeter Shenlong 8(16) 41 Jets, Polearm(R), ReThr. 2xSidearm(R), 2 Med. Flame(R), 2 Vulcan(F), Shield(L), 5 Armor Deathscythe 8(16) 44 3 Jets, Machine gun(L), Polearm(R), 2 Vulcan(F), Thr. Shield+H Wpn.(L), 3 Jammer, 5 Armor Sandrock 8(16) 42 Jets, 2 2xSidearm(L&R), 2 Vulcan(F), Thr. Shield+H.wpn.(L), 7 Armor Heavyarms 8(16) 42 Jets, Gatling gun(R), 2 Machine gun(F), 2 Vulcan(F), Sidearm(L), 7 Armor, Targeter Late Gundams: NAME SIZE COST EQUIPMENT Wing ZERO 12(24) 74 7 Jets, 2 Mega cannnon(R), 2 Vulcan(F), Hand Weapon(R), Shield(L), 8 Armor, ZERO Altron 10(20) 60 2 Jets, Polearm(R), 2 ReThr. 2xSdarm(L&R), 2 Med. Flame(L&R), 2 Vulcan(F), 6 Armor Deathcythe Hell 10(20) 58 5 Jets, 2xPolearm(R), 2 Vulcan(F), Thr. Shield+H.Wpn.(L), 3 Jammer, 7 Armor Sandrock Kai 10(20) 52 2 Jets, 2 2xSidearm(L&R), 2 Plasma rifle(L&R), 10 Armor Heavyarms Kai 12(24) 65 3 Jets, 2 Gatling gun(L), 4 Machine Gun(F), 2 Vulcan(F), 9 Armor, Targeter EW Gundams: NAME SIZE COST EQUIPMENT Wing Z Custom 12(24) 74 7 Jets, 2 Mega cannon(R), 2 Vulcan(F), 2 Hand weapon(L&R), 8 Armor, ZERO Nataku 10(20) 54 2 Jets, 2 ReThr. 3xSidearm(L&R), 2 Vulcan(F), 7 Armor, 2 Shield(L&R) Deathcythe Cst. 10(20) 57 5 Jets, 2xpolearm(R), 2 Machine gun(F), 4 Jammer, 7 Armor Sandrock Cst. 10(20) 53 3 Jets, 2 3xSidearm(L&R), 2 Vulcan(F), 10 Armor Heavyarms Cst. 12(24) 65 3 Jets, 2 Gatling gun(L), 4 Machine gun(F), 10 Armor, Targeter Early OZ forces: NAME SIZE COST EQUIPMENT

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Tallgeese 10 24 3 Jets, Plasma rifle(R), Hand Weapon(R), Shield(L), 3 Armor Aries 4 9 Jets, Plasma Rifle(R), Armor Leo 5 10+1/2 Rail Cannon(R), 2 Armor Optional: Hand weapon(L) or L miss.(L) Taurus 7 16 2 Jets, Plasma Rifle(R), 3 Armor Tragos 8 16 2 Plasma Rifle(L&R), 4 Armor Late OZ forces: NAME SIZE COST EQUIPMENT Tallgeese3 10 25 3 Jets, Mega cannon(L), Hand Weapon(R), 3 Armor Virgo 4(6) 16 Jets, Plasma cannon(R), 4 Defender, AI Mercurius Gnd. 4(8) 26 Jets, Hand Weapon(R), Plasgun(L), 10 Defender Vayeate Gundam 4(8) 22 Jets, Plasma cannon(R), 2 Armor, Shield(L), Targeter Also used: All of the early models Mariemaia's Army(EW): NAME SIZE COST EQUIPMENT Serpent 10 16+4/6 2 S miss.(L), 4 Armor Optional: 2 Chain gun(R) or Plasma cannon(R), L miss(R) Also used: Leo, Taurus, Nataku Gundam White Fang: NAME SIZE COST EQUIPMENT Epyon Z Gundam 10(20) 62 5 Jets, 2xHand weapon(R), Shield(L), 2 Polearm(B), 9 Armor, power boost, ZERO Virgo2 6(9) 24 2 Jets, Plasma Cannon(R), 8 Defender, AI Also used: Taurus Maganac Corps: NAME SIZE COST EQUIPMENT Maganac 6 12 Plasma Rifle(R), 2 Armor, Sidearm(L), Targeter Oliphant 6 12 Plasma Rifle(R), Chain gun(L), 2 Armor

OLD GUNDAM FACTIONS: Earth Federation Duchy of Zeon Federal mass produced suits: NAME SIZE COST EQUIPMENT GM 6 12 2 Vulcan(F), Hand weapon(R), Plasma rifle(L), 2 Armor GM2 8 17 Jets, 2 Vulcan(F), Hand weapon(R), Plasma rifle(L), 3 Armor GM Sniper 6 13.5 Siege gun(R), 2 Armor, Targeter GM Cannon 6 15 Med. Mortar(F), 2 Vulcan(F), 3 Armor Zeon mass produced suits: NAME SIZE COST EQUIPMENT Zaku 6 14 Rail cannon(R), Hand weapon(R), L miss.(L), 2 Armor Zaku2 8 19 Jets, Rail cannon(R), Hand weapon(R), L miss.(L), 3 Armor Zaku Cannon 6 16 Med. Mortar(F), L miss.(R), 3 Armor Dom 6 13 Plasgun(L), 2 M miss.(F), Hand weapon(R), 2 Armor Rock-dom 8 18 Jets, Plasgun(L), 2 M miss.(F), Hand weapon(R), 3 Armor Rock-dom2 10 23 2 Jets, Plasgun(L), 2 M miss.(F), Hand weapon(R), 4 Armor Gelgoog 8 18 2 Jets, Plasma Rifle(L), Hand weapon(R), 3 Armor Gelgoog2 10 22 2 Jets, 2 Plasma rifle(L&R), 4 Armor Gouf 8 14 Chain gun(L), 4 Armor Optional: Shield(L), Hand wpn.(R) or Rail cannon(R) Federal Gundams: NAME SIZE COST EQUIPMENT Gundam 5(10) 24+3/2 Jets, 2 Vulcan(F), Hand weapon(L), Beam rifle(R), 3 Armor Opt: 2 L miss.(L) or 2xSdarm(L) Alex Gundam 6(12) 32 2 Jets, Hand wpn.(R), 2 Machine gun(L&R), Shield(L), Beam rifle(R), 4 Armor

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Zephirantes G. 6(12) 33 3 Jets, 2 Hand wpn.(L&R), 2 Vulcan(F), Beam rifle(R), 4 Armor Zeon's responses: NAME SIZE COST EQUIPMENT Tetra Gundam 5(10) 27 2 Jets, 2 Hand weapon(L&R), Chain gun(R), 4 Armor Zaku Kai 8 19 2 Jets, Hand weapon(L), Rail cannon(R), 3 Armor Physalis Gundam 6(12) 35 2 Jets, 2 Vulcan(F), 2 H. Wpn.(L&R), 1 shield(L), 1 XL missiles + nuke shell(R), 5 Armor

LINKS Official Gundam Gundam.com

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GUNSLINGERS INTRODUCTION Board & card game for 2+ players. Wild West Theme. Battle between gunslingers. Abstract skirmish level combat. Each figure represents a single man (unit).

VICTORY You win if you kill all enemy gunslingers.

THE MAP Use an 8x8 chessboard.

MAP FEATURES Use chits to indicate terrain features: Fence Building Tree Canyon Water Clear (Unmarked spaces)

GUNSLINGER DECK Use pawns, chits or miniatures to represent gunslingers on the map. The gunslinger deck contains one card representing each gunslinger.

ACTION HANDS Each gunslinger has his own hand of action cards. If you are controlling more than one gunslinger, you will have a hand for each one.

GUNSLINGER DECK CARD LIST NOTATION C O I L S P R

= = = = = = =

Cowboy Outlaw Indian Lawman Soldier Pistol Rifle

GUNSLINGER DECK CARD LIST Name The Kid Cowhand

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Type C C

Gun P P

Guts 2 2

Legs 5 4

Smarts Cool 4 2 5 2

Arms 2 3

Eyes 2 3

Hands 2 2

The Prospector C The Sheriff L Texas Ranger L Bounty Hunter L Apache Warrior I Blackfoot Scout I Shootist O Pistoleer O The Mexican O Mountain Man O Yankee S Rebel S Miner 49'r C Homesteader C Drifter C Trapper C

P P R R R R R P P R R R P R R R

3 3 3 4 3 2 3 3 4 4 3 3 2 2 2 4

3 3 4 4 5 5 4 4 3 3 4 4 3 3 4 4

5 5 6 5 5 6 5 5 4 6 5 4 4 3 4 5

3 3 3 4 2 3 3 4 3 4 2 3 3 1 3 3

4 3 3 3 4 3 3 3 4 4 3 3 2 2 2 4

2 3 4 4 3 4 4 4 2 3 3 4 2 2 5 3

2 3 3 3 3 3 3 4 2 2 2 2 2 1 2 2

GUNSLINGER ATTRIBUTES Each gunslinger has 7 numerical attributes: Guts: Number of hits he can take before dying. Smarts: Maximum action card hand size. Cool: Number of action cards he can draw in Draw Phase Legs: Max number of spaces he can move in one turn. Arms: Ability in HTH combat (Allows use of certain cards) Eyes: Weapon Accuracy (Allows use of certain cards) Hands: Max number of attacks the gunslinger can make per turn.

SETUP Set up the board with terrain feature chits. Determine how many gunslingers each player will control. Each player places his gunslingers on squares of his back two rows. Each Gunslinger starts with a full hand of cards.

THE ACTION CARDS Gunslingers share a common deck of action cards. The deck contains 3 copies of each card in the Card list.

TURN SEQUENCE gunslingers take turns. Each turn has 3 phases: Draw Phase Move Phase Shoot Phase

DRAW PHASE Draw a number of action cards equal to the gunslingers Cool attribute. Max hand size = Smarts Attribute. If the deck runs out, shuffle the discard and draw from it. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move your gunslinger. The move card has a number.

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This is the number of spaces the man moves. Moves can be diagonal or orthogonal. “Knight” type move cards allow a man to move like a knight in chess. A man can only use one move card per turn. Men may not stack.

SHOOT PHASE Play (discard) an Attack card to have the gunslinger attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. “Knight” type attack cards produce an attack with a range like a knight in chess. Attacks do one wound (Hit of damage) to the target. Use Chits or coins to record damage. A man reduced to 0 Hits (Guts) is killed and removed from the board. Each hit reduces the value of all attributes by one. Your opponent may play Defense cards to negate your attack.

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special K = as a Knight would move in Chess Type = Purpose of card

CARD LIST Card Name: Sprint Run Scurry Hurry Break Away Strut Walk Creep Cautious Approach Dodge Duck attribute 4+ Sun in your Eyes Cover Prone Out of Sight Behind Rocks Wild Shot Behind Tree Surrender Terms Low on Ammo turn Loss of Blood Misfire Stampede Planned Shot Careful Aim Sharp shot Line up Target Long Barrel Brace Rifle

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Range

Type 5 M M 3 M M M M M D -

Notes M Only gunslingers with legs attribute 5+ Only gunslingers with legs attribute 4+ Only gunslingers with legs attribute 4+ M

-

D D D D D D D D D

Negate attack if you are in a Clear Space Negate attack if you are in a Building Space Negate attack if you did not move last turn Negate attack if you are in a Non-clear Space Negate attack if you are in a Canyon Space Negate attack if shooter moved this turn Negate attack if you are in a Tree Space Negate attack by a lawman Negate attack if opponent attacked already this

6 5 5 4 4 4

D D D A A A A A A

Negate attack by wounded man Negate attack of range 2+ Negate attack if you are in a Fence Only gunslingers with a rifle & eyes Rifle only Only gunslingers with a rifle & eyes Only gunslingers with a rifle & eyes Rifle only Rifle only

4 K 3

1

2 2 1 -

D

Negate attack if you moved last turn Negate attack: Only gunslingers w legs

Space attribute 4+ attribute 4+ attribute 4+

Trick Shot K Dead shot 3 Guns Blazing 3 Fanfiring 2 Six Shooter 2 Two-fisted Shooter 2 Easy Target 3 Out in the Open 3 Short Range 2 Shoot from the Hip 2 Shot in the Back 3 Ricochet K Ambush 3 Quick Draw 2 Cause Avalanche 3 Rifle butt 1 Bowie Knife 1 Pistol Whipped 1 Set Fire 1 Saber Cut 1 Strangle 1 Fisticuffs 1 Tomahawk 1 Reload Cock Way Blocked Difficult Footing Pinned Down Note: The Deck has 2 copies of

A Only gunslingers with a rifle & eyes attribute 4+ A Only gunslingers with pistols & eyes attribute 4+ A A Pistol only A Pistol only A Pistol only A Rifle only A Only vs target in a clear space A A A Only vs surrounded Target A A Only if you are in a building A Only gunslingers with hands attribute 4+ A Only vs Target in Canyon A Rifle only A Cowboys only A Pistols only A Only vs gunslingers in buildings A Soldiers only A Only vs gunslingers with lower Arms attribute A Only gunslingers with Arms attribute 4+ A Indians only X Draw 3 cards X Draw 2 cards X Negate a Move Card just played X Negate a Move Card just played X Negate a Move Card just played each Move card.

OPTIONAL RULE -- HORSES Gunslingers on Horses Gunslingers on Horses Discard any card from If you are hit flip a

have a legs attribute = 6, and may play 2 Move cards per turn. have a eyes attribute modifier of -2. the gunslingers hand to mount/dismount. coin. If tails your horse is shot out from under you.

OPTIONAL RULE -- SHOTGUNS Treat Shotguns like Rifles except: Maximum range = 4 Treat range = 5 cards as range = 3 cards.

OPTIONAL RULE -- RIFLE & PISTOL Some gunslingers may carry both a rifle and a pistol. Only one can be used to attack in a turn. Discard any card from the gunslingers hand to switch weapons.

4 WAY SHOWDOWN 4 players each with one gunslinger. Gunslingers start in the corner squares.

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HACK & SLASH

INTRODUCTION You are a Barbarian Warrior surrounded by enemies. Kill them all before they kill you. Solo card game.

THE BARBARIAN You have 10 hit points. If you are reduced to zero Hit points you lose.

VICTORY The game ends when you go to draw a card and there are none left. If you go through the whole deck without dying you win (You have escaped). Your score is equal to the number of hits you have left plus the number of attackers you killed.

TURN SEQUENCE Draw Phase Slay Phase Attackers Phase

DRAW PHASE Draw one to three cards. Put Attacker Cards face up in front of you. Keep Defense and Kill cards in your hand. Max hand size = 6 cards. Discard excess cards.

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SLAY PHASE Discard Kill cards with a total Attack value equal to or greater than the Force value of An Attacker to cause that Attacker to be killed (Discarded).

ATTACKERS PHASE Each Attacker does one hit point of damage to you. Discard Defense cards with a Defense value equal to or greater than the Force value of an attacker to negate the point of damage done by that attacker. You can suffer a max of 4 points of damage per turn.

CARD LIST Card Name Shield Bash Gutted Impale Skewer Run-Through Hilt Punch Sliced Disemboweled Beheaded Cut in Half Lop off Arm Split Open Crush Skull Cut Jugular Stabbed in the Heart Thrown Sword Back Breaker Thrown Body Neck Breaker Crush Windpipe Thrown Dagger Strangulation Skewered Cut Down the Middle Toss off Cliff Sword Parry Dodge Blow Shield Block Side Step Blow Leap to Safety Duck Weapon Catch Intimidation Protected By Armor Speed Animal Instincts Danger Sense Prowess Grapple Trip Deflection Reflexes Cunning Back to Wall Withdraw Jump Dumb Luck

Type K K K K K K K K K K K K K K K K K K K K K K K K K D D D D D D D D D D D D D D D D D D D D D D

Attack Def 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2

Force

1049

Crossed Swords Sword Breaker Strength Contest Spearman Swordsman Rider with Lance Knife Fighter Warrior with Battleaxe Fighter with Falchion Halberdier Torturer with Axe Chef with Cleaver Archer with Shortbow Footman Crossbowman Saber Wielding Warrior Watchman with Dirk Brute with Warhammer Spear Chucker Fanatic with Scimitar Guard with Poleaxe Taskmaster with Whip Knight with Claymore Celt with Throwing Axes Soldier with Broadsword Mercenary with Mace Champion with Flail Pit Fighter with Trident

1050

D D D A A A A A A A A A A A A A A A A A A A A A A A A A

3 4 5

1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5

HARRY POTTERS FIRST YEAR ADVENTURE INTRODUCTION Board game for 2-4 players. Help Harry recover the Sorcerers Stone.

DISCLAIMER Harry Potter & the Sorcerers Stone is a Licensed, trademarked, copyrighted property. This is merely a fan site.

VICTORY The player with the most house points at the end of the game wins. The game ends when someone defeats Voldemort in the last space of the dungeon.

THE BOARD The board is composed of 3 parts: The first straight run: Dagon Alley The Center Loop: Hogwarts The last straight run: The Dungeon (Diagram Format): Invitation to Hogwarts {Start} V Gringotts Bank V Ollivanders Wand Makers V Familiar Shoppes V Platform 9¾ V Mirror of Aricept --------------------> /\ Herbology Class /\ Wizards Chess

Great Hall -----------------> Hall Ways V Dorm Rooms V Transformations Class /\ V Dark Woods Hogwarts Library /\ V Defense Against the Quidditch Dark Arts Class Field /\ V Hagrids Cottage Hospital /\ V Charms Class /= to the Foe or Villain 3. Up to one Location card 4. Up to one Superpower card if a Villain was played 5. One or two Plot cards. * = The Surfer cards cannot be of the same type.

PLOT PHASE If you played a Meld gain PP = Total PP of the cards you played in the Meld.

RECOVERY PHASE You may discard any unwanted cards. Maximum ending hand size is 4 cards. Discard excess cards.

CARD LIST Card Name: Cosmic Endurance Impervious to Elements Cosmic Blast Flying Board Space Born Skill Double Back Searing Energy Sky Rider Board Attack Summon Board Cosmic Thrust Healing Energy Cosmic Power Bolt Melt Weapon Cosmic Burst Track Any One Supersonic Speeds Sentinel of the Spaceways Herald of Galactus The Defenders The Avengers The Star Masters The Fantastic Four Cosmic Commandos Superhuman Strength Indestructible Cosmic Energy Powers Energy Beams Silver Skin Hyperspace Travel Blinding Speed Master of Cosmic Forces Silver Board Dodge Blows Pure Heart

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Type ST ST SE SB SK SS SE SK SB SB SE SC SE SC SE SC SS SK SK SA SA SA SA SA ST ST SE SE ST SS SS SB SS ST

PP 5 5 8 4 9 6 8 9 4 4 8 3 8 3 8 3 6 9 9 7 7 7 7 7 5 5 8 8 5 6 6 SK 4 6 5

9

Cosmic Shock Disguise Cover Vast Distances Sense Aura Lightning Speed Surprise Neutralize Device Galactus Thanos Loki The Overlord The Stranger Mephisto Doctor Doom Quasimodo Thor The Monster of Badoon Robot Monster Cavemen Dinosaurs Naval Warships Fighter Jets Yetis The Hulk Alien Invasion Fleet Armed Guards Mind Control Magic Powers Infernal Plot Ultimatum All Knowing Protective Field Energy Drain Dematerialize Pacific Ocean Zenn-La The Underworld Deep Space Arctic Circle Modern Metropolis Asgard Savage Earth Catastrophe Decoy Hostages Kidnapping Misunderstanding Rescue Innocent Time Travel Space Travel Cataclysm Love Interest Spacecraft Scientist Meteor Shower Madness Competition Space Scrambler Null-Life Bomb Ultimate Nullifier

SE SC SS SC SS SS SC V V V V V V V V F F F F F F F F F F F X X X X X X X X L L L L L L L L P P P P P P P P P P P P P P P P P P

8 3 6 3 6 6 3 17 16 15 14 13 12 11 10 15 9 8 3 5 6 6 4 11 9 3 7 5 4 4 7 6 6 5 2 4 5 4 3 2 5 3 8 6 6 6 7 7 5 4 8 7 4 5 7 5 5 4 9 10

LINKS Silver Surfer

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SIMULCHESS OBJECTIVE Capture the opponents King.

SETUP Normal chess setup. Paper & writing instruments needed.

TURN SEQUENCE Players take their turns simutaneously. 1.) Write Move Orders in secret. Indicate piece you want to move and where you want it to go. 2.) Reveal Orders Simultaneously. 3.) Move & Capture.

SPECIAL RULES If opposing pieces are ordered into the same square, both are ‘captured'. A piece cannot move this turn if it made a capture last turn. You can never order a piece to move into a square occupied by one of your own pieces.

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SINO-JAPANESE WAR

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INTRODUCTION Three Player Wargame. The first player is the Japanese. The second player is the Nationalist Chinese. The third player is the Communist Chinese.

THE MAP Use a hex map of mainland China. Include about 20 cities on the map. Also include mountains and rivers.

SETUP All Use The The The

sides start with 20 armies. counters to represent armies. Communists start in the Northwest Nationalists start in the Southwest and South. Japanese start in the North and East.

VICTORY The game ends after 9 years. Keep track of the year (turn number). The game starts in 1939 and ends in 1945. The Game ends right before the Atomic bombs are dropped. The player controlling the most cities at the end wins.

YEARLY TURN SEQUENCE Each year is divided into 4 phases: 1. Reinforcement Phase 2. Japanese Action Phase 3. Nationalist Action Phase 4. Communist Action Phase

REINFORCEMENT PHASE Each player gains a number of armies equal to: 1 Free Army + 1 Army for every 2 cities the player controls. New Armies are placed in or adjacent to a controlled city.

ACTION PHASE During his action phase a player may move and attack with his armies. A player gets 20 action points (AP) at the beginning of his phase. Every time he moves an army or attacks with an army he must discard 1 AP. An individual unit may move and attack multiple times. Unused AP are discarded at the end of the turn. Armies may not stack. It costs 2 AP for an army to move into a Mountain hex. It costs 1 AP far an army to cross a River. All players may attack all other players.

BATTLES 1718

The active player may attack an adjacent opposing army. Both players fill their hands to 10 cards. Players may discard up to 4 cards and draw replacements. Each card has a force value. Players add up the Force value of all their cards. Each player is limited to the number of cards of a certain type that he can Use in his hand. See the Card limit Tables. For instance the Nationalist player could use 8 Infantry max, but the Japanese player could use only 4 Infantry max. The Higher Force Total wins the battle. An Army attacking across a river gets –1 to its Force Total. An Army that already fought a battle this turn gets –1 to its Force Total. An Army defending in a city or mountain gets +1 to its Force Total. The defender wins ties. The losing army is destroyed. Used cards are discarded. Unused cards may be discarded or kept in the players hand to be used in later battles.

NATIONALIST CARD LIMIT TABLE Card Type: Infantry Tanks Artillery Fighters Bombers Tactics Morale Strongpoint Leader

Max: 8 1 1 1 0 2 2 1 1

COMMUNIST CARD LIMIT TABLE Card Type: Infantry Tanks Artillery Fighters Bombers Tactics Morale Strongpoint Leader

Max: 6 1 1 1 0 3 3 1 1

JAPANESE CARD LIMIT TABLE Card Type: Infantry Tanks Artillery Fighters Bombers Tactics Morale Strongpoint Leader

Max: 4 2 2 2 1 2 2 1 1

THE DECK Card Name:

#

Force

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Chinese Infantry 20 1 Infantry 20 1 Tanks 10 2 Artillery 10 2 Fighters 10 2 Flying Tigers 5 3 Bombers 5 2 Tactics 10 2 Morale 15 2 Strongpoint 10 3 Leader 5 3 # = Number of that card in the deck. Strongpoint cards can only be used by a defending army. The Flying Tigers count as Fighters. Flying Tigers can only be used by the Nationalist armies against the Japanese. Chinese Infantry count as Infantry. Chinese Infantry can only be used by Chinese armies.

1720

SKYIE WARP PLAY INTRODUCTION Fantasy with an arial bent.

TACTICAL RULES Click here for the tactical rules.

WORLD BACKGROUND The details of the war of the wizards is forever lost in time. The results of that war still afflict us and forever will. Eons later the residues of their mighty magics are still at work. Whole continents shattered into tiny fragments float in or above a sea of burning blood. The only way the isolated survivors could travel, trade, or communicate was by flying. Everything that could fly was forced into service by whomever found it first. Things that should never fly were made to by magic and ingenuity. The landscape is still in ruins but the skies are filled with the most marvelous beasts and wondrous contraptions as never existed before. Men still travel, trade, and make war, but now they do it in the air on the backs of their creatures and creations in this world we now call Skyie.

SIGHTS OF SKYIE Some of the remaining solid earth rises from the boiling blood sea, however, most of the land fragments (or rocks) float in the air at a variety of elevations. These fragments are moving or stationary. Some tumble. Some rise and fall into the sea. Smaller ones can be pushed around. Most are land. Some have springs of pure water. Some have waterfalls that shower the fragments beneath. Some are balls of shimmering water or muddy swamp. Some are barren and others have giant trees. Some are giant veins of precious metals with mining towns forming scaffolding all around and underneath. The city-states have many fragments connected together by stone bridges. Far above these are the cloud cities of the Djinn and the Giants. Very isolated fragments are the roosts of hawkmen and hideouts of pirates. Great ships and swarms of flyers lay siege to Floating Castles that are held aloft by powerful spells. Tribal humanoids defend their tunneled-out rocks with great tenacity. There are rocks of solid Ice and others of burning sand. Small frags are the lairs of mythical monsters, hermits and even families. Great schools of flying fish are pursued by magical whales and the vessels of flying fishermen. Tremendous Storms, Magical Vortexes, and plumes of Fire may send fragments spinning out of their orbit. The ruins of pre-cataclysm cities can be found exposed on the surface of many rocks. Artifacts of the ancient wizards still remain to be found. The faeries of the woods and waters have all sprouted wings and taken to the air. Insects have been magically bred into giant forms to serve as steeds. Demons and their horrible mounts rise from the depths burning sea in search of victims. Undead riders move from rock to rock killing the inhabitants and using the corpses to swell their ranks. Lawless barbarian raiders of all races take every chance to terrorize and pillage their neighbors. Skyie is a world of great beauty and even greater danger.

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SLIMED INTRODUCTION Ghostbuster Backgammon. One player is the Ghostbusters (GB). The other player is the Ghosts.

RULES Use a regular backgammon board. Same Rules as backgammon except for the following differences: The Ghostbuster player has on only 5 pieces. In setup these are placed one each on the last 5 points on his side of the board. The Ghost player has 20 pieces. In setup these are placed in 4 stacks of 3 on the last 5 points on his side of the board. When a Ghostbuster piece captures a ghost piece it is sent to the bar. The bar is called “The Containment Field”. Ghosts cannot escape the bar. If a ghost captures a ghostbuster the GB is “slimed”. A slimmed GB remains where it is trapped under the ghost that caught it. If the ghost moves, the GB is un-slimmed and may move. Any number of Ghosts may stack onto a slimmed GB. If only one Ghost is slimmimg a GB, another GB may land on the Ghost and capture it, setting the first GB free. The GB wins when all the Ghosts are put in the containment field. The Ghosts win if all the GB are slimmed. Pieces never “end-off” the board, they keep going around. Pieces continue to circle the board until the victory conditions are met.

DISCLAIMER Ghostbusters is a copyrighted, trademarked property. This is only a fan-site.

1722

SMART GAMING by [email protected]

SMART FUNDIMENTAL RULES SIMPLE MINIATURE ADVENTURE RULES AND TACTICS INTRODUCTION These miniature rules may be used for fantasy or medieval miniature war gaming, but can easily be adapted to any genre. These rules were inspired from Little Armies by H. G. Wells and Kreigspiel.

COMPONENTS You will need plastic or metal miniatures (or counters) and, if you wish, some terrain (expensive, fancy terrain, or simple paper cutouts). You will also need a twenty sided die (d20).

PLAYERS In addition to however many players are playing armies, one should follow the classic idea of having a Judge ("Time Keeper" or "Umpire"), to make rulings on combat resolutions. This is a simple game, and interpretation of rules will be an issue.

SCALE In the fundamental rules, one may use a 100:1, 10:1 OR 1:1 scale. All that matters is that the scale is constant for each and every unit.

THE RULES SET UP Set up the table top as each player sees fit.

THE TURN 1. THE MOVE Each player rolls a d20. The highest number moves their miniatures first, then the next highest roll, and so on. FOOT SOLDIERS AND SMALL OR MEDIUM MONSTERS (goblins, skeletons, fairies, etc) move 6 inches in one turn. KNIGHTS AND LARGE MONSTERS move 12 inches. The Judge will have to decide how terrain barriers, such as bushes and low walls affect movement rates. Obviously high walls and trees are complete barriers to one's path of movement.

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2. PROJECTILES Beginning with the first player (he who rolled the highest in the move phase), projectile combat is resolved (e.g., bows, crossbows, slings, etc.) The effective range for projectiles is 30 inches. For each inch past 30 inches, a +1 modifier is added to those units COMBAT ROLL. The COMBAT ROLL IS RESOLVED BY THE PLAYER ROLLING A D20 FOR EACH UNIT FIRING. The base chance to hit an opponent is a roll of 11 or higher. Each +1 penalty for range is added to that base chance. So an archer aiming at a target 50 inches away must roll a 12 or higher in order to hit. If there is intervening terrain in the way of the target, one must roll a d20 if the combat roll is successful. If one rolls a 1-10, the arrow or bolt hits that obstacle instead. If one is firing into hand-to-hand combat, the same roll is made. On a roll of 1-10 one hits their own unit instead of the target. The projectile phase continues with the Second Player, the Third, and so on till each player has a chance to fire their bows or crossbows.

3. HAND-TO-HAND When two or more units approach 1 inch of each other they may engage in hand-to-hand combat. For the first turn of that combat the player with the longest weapon goes first, then the one with the second longest, and so on. Combat between units with equal sized weapons is simultaneous. If the units continue to fight each other in subsequent turns, then the order is reversed: the shortest weapon goes first. The COMBAT ROLL IS RESOLVED BY ROLLING A D20. The chance to hit is a roll of 11 or higher. If one hits, then they score 1 point of damage. The armor that is worn by the unit is considered into this damage, by its ABSORPTION LEVEL. Each piece of armor may absorb one (1) point of damage for each level it has:

LEATHER OR PADDING 1 SHIELD 2 CHAIN MAIL 3 PLATE 4 When there is no absorption level left for that unit, then the unit itself receives the next point of damage, and is defeated.

DUNGEON IDEAS The Judge can arrange dungeon setting and labyrinths with wall terrain, to create a dungeon adventure for the players. Players may play a 1:1 scale, working together to battle monsters that the Judge attacks them with.

SPECIAL RULES LARGE MONSTERS For Dragons and other large and powerful monsters, one may wish to give the monster an absorption level of 5, to represent its large size and tough hide.

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For dragons one may give it a special attack in the Projectiles phase with its dragon breath. Dragon breath may affect an area of 3 inches by 3 inches in front it, dealing out 5 points of damage to each unit in that area. In my NARNIA campaign, I give each unit a chance to make a FAITH role to avoid all damage from dragon breath or magic. If the unit rolls 11-20 on a d20 it avoids all damage from dragon breath or magic.

COMING SOON: SMART BASIC RULES -Skirmish rules -unit experience -tough monsters -magic rules

INTRODUCTION These rules are expansions to the SMART FUNDIMENTAL RULES. FUNDIMENTAL RULES, these focus more on the Fantasy genre.

Unlike the

EXPERIENCE The experience rules provide a way to increase the effectiveness of veteran units. These rules can be used for any scale, whether it is 1:1 or 1:100, or more. When a unit defeats an enemy unit, it receives experience points (xp). As that unit accumulates more experience, its level rises. All units are considered to be 1st level when they enter a player's army. These rules are only for human units (infantry, archers and knights). The level of monsters should be always at a level decided by the Judge.

UNIT EXPERIENCE LEVELS LEVEL XP 1st 2nd 3rd The

level level level formula

0 24 54 for xps needed to advance in level: levelxlevelx6

UNIT XPS AWARDED LEVEL XP 1st 2nd 3rd The

level level level Formula

1 4 9 for xps awarded for defeat a unit: level squared (levelxlevel)

THE EFFECTS OF EXPERIENCE COMBAT (PROJECTILE AND HAND-TO-HAND) The target to hit is still the same (11-20 on 1d20). To hit a target, the unit rolls the 1d20 adds that attacking units Experience level to the roll, and subtracts the defending unit's experience level from the roll. If the

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modified score is 11-20, it is a hit.

Other wise, no damage is inflicted.

DAMAGE The unit inflicts 1 damage point per level. A unit can absorbs (after armor has absorbed as much damage as it can) as many damage points in a battle as it has levels (e.g., a 3rd level knight, after his plate armor and shield have absorbed their maximum damage, can receive 3 damage points before being defeated).

SAMPLE MONSTERS AND THEIR LEVELS Examples are from my NARNIA SMART CAMPAIGN: FIRST LEVEL MONSTERS GOBLINS GIANT BATS SKELETONS SPRITE DEMONS SECOND LEVEL MONSTERS GHOULS HOBGOBLINS MAGICIAN (can cast two spells per battle) GIANT SNAKE ZOMBIE THIRD LEVEL MONSTERS GIANT CENTEPEDES DWARF ELF (can cast three spells per day) GNOME

VERY SIMPLE MAGIC SYSTEM A creature, who can cast spells, has a range in inches equal to its level. If the battle is on a 1:1 scale, then its area of effect has a diameter equal to the spell caster's level. If the battle is not a skirmish (i.e., the scale is greater than 1:1, then the area of effect is 1 unit). The spell causes 1 point of damage per spell caster's level. In my NARNIA CAMPAIGN, I give the good guys a FAITH roll to avoid all magic damage. The unit rolls 1d20: if the roll, with the unit's level added to it, is 11 or greater, they avoid all magic damage or effects. A fair Judge should also devise some sort of magic resistance roll for victim units.

COMING SOON: SMART INTERMEDIATE RULES -More powerful sample creatures -A larger experience list (so you don't have to do the calculations yourself -The importance of terrain (and tips on really inexpensive terrain!)

1726

SOAPBOX INTRODUCTION Game of Oration. Players pretend to be USA presidential candidates.

PLAYER ROLES There are 3 types of Player Roles: 1. Candidates At least 2 players 2. Judge One player only 3. Citizens All remaining Players

SETUP Players decide what roles they want to be. Determine how much time is available to play. The Judge picks which issues he wants to cover in the allotted time.

SEQUENCE OF PLAY The Judge picks one issue. Each candidate gets 2-5 minutes to address the issue. The Judge determines speaking order, rules of conduct, and watches the clock. Candidates should explain how they as president of the USA would solve the problem. After all candidates speak on an issue, the Judge and the citizens vote to see which of the candidates they most agree with on that particular issue. The candidate that gets the most votes for that issue gets an “Electoral Vote”. If the Issue vote is a tie, neither candidate gets an Electoral Vote. At the end of the gaming session, the player with the most Electoral Votes wins the presidential election.

SAMPLE ISSUE LIST 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19.

Global Warming Over Population Stem Cell Research Middle East Peace Process Racism Abortion Controversy Domestic Economy Election Reform Term Limits Campaign Fundraising Star Wars Missile Defense Iraq Education Energy Development Space Exploration Immigration Policy War on Drugs Foreign Relations with China Health Care

20.

AIDS 1727

1728

SOLAR INVASION 2100 INTRODUCTION The year is 2100. Human beings have been intensively colonizing the solar system for the last 70 years in relative peace.

THE MAP Each player gets an identical space hex map. Place a counter representing Earth in the center. Place the L4 and L5 space stations 15 spaces from earth on either side. Place the moon 10 spaces from Earth. NEOSTAT or Near Earth Orbit Station is adjacent to Earth and moves 1 hex per turn in orbit clockwise. GEOSTAT-5 or Geo-synchronous Orbiting Station is 2 hexes from Earth and moves 1 hex per turn in orbit clockwise. There are many more space stations and satellites in Earth orbit, however these are the only ones with weapons.

VICTORY The Earth wins if all of the Mother Ships are destroyed. The fighters are not jump capable, and will self destruct. The Aliens win if Earth is destroyed.

COUNTERS Use counters or chits to represent units and Attack markers.

SETUP Units may stack. The Human player sets up first. The shuttles are located on Earth or NEOSTAT. 5 Transports are located at each of these 4 sites: NEOSTAT, the Moon, L-4, L-5. The Alien Fleet starts within 2 hexes of any 1 side of the map.

REINFORCEMENTS Every 3rd turn the Earth gains the ability to launch one additional Missile per turn. 8 Transports arrive from Mars on turn 4. 2 Transports arrive from Venus on turn 6. 8 Excavators arrive from the Asteroids on turn 8. 6 Solar Sails arrive from Mercury on turn 10. 6 Ramjets arrive from Jupiter on turn 12.

NUCLEAR WARHEADS The governments of Earth have more than 20,000 nuclear warheads in storage left over from earlier arms races. At the start of the invasion the earth can only launch 8 per turn from Ground based launchers. Missiles launched from Earth and NEOSTAT are large ICBMs. Missiles launched from shuttles & transports are smaller & have shorter ranges.

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LASERS & MASS DRIVERS The giant lasers on L-4, L-5, and GEOSTAT are for pushing Solar Sails around. There are other giant lasers in the solar system, but they are not effective weapons at this range. Numerous other stations have less powerful lasers, also for the same purpose. Solar Sail ships are capable of concentrating and redirecting these laser emissions. The Tycho base Mass Driver is normally used to send materials mined on the moon to other locations. Special 'Catcher' Transport ships are used to recover the shipments. The excavator ships from the asteroid fields are actually small hollowed out asteroids filled with refineries. Small Mass drivers on board can be used for propulsion and as weapons. There are other mass drivers in the solar system, but they are not effective weapons at this range. Ramjets are able to fire directed bursts of ionic plasma from their engines. Ramjets scoop up gasses from the outer atmospheres of the gas giants. The Mercury Solar Array collects solar energy from the sun. This energy is beamed to collector dishes at other far away stations in the form of Infra-red radiation.

THE ALIENS The Kathar are still a young race: aggressive, and impetuous. They have conquered numerous other less militant races. They are currently fighting wars on several fronts. Initial reconnaissance of Earth mistook us for a peaceful race. There was no reports of Nuclear Weapon stockpiles. A small task force was sent to enslave us. The Kathar ships use antimatter energy weapons.

TURN SEQUENCE Both players go simultaneously. Each turn has 2 Phases: 1. Action Phase 2. Resolution Phase

ACTION PHASE Each player moves his units and places his attack markers on his own map. Players cannot look at each others maps. Each unit can move a number of spaces up to its speed rating. Units may stack. If a unit is attacking, place an Attack Marker on the target space. The target space must be within the units range. U = Unlimited range. Rotate counters 180 degrees to indicate that they have moved and attacked. All Shuttles and Transports start the game unarmed. Up to 7 Shuttles and/or Transports can be loaded with Missiles per turn in near earth orbit. Once armed these units have enough missiles for the rest of the battle. Alien Ships may not move onto moons, planets, or stations.

RESOLUTION PHASE Players look at each others maps. If an attack marker occupies the same hex as an enemy unit, than that unit takes 1 Hit of damage per attack marker. Remove the Attack markers from the board once resolved or leave them stacked on the Target to keep track of damage.

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Any unit that takes damage equal to or in excess of its hits is destroyed and removed from the board. If there is more than 1 enemy unit stacked in the space, all are hit by the attack.

ALIEN COUNTER LIST Unit Name # Speed Range Hits Mother Ship 6 3 E/10 5 Fighters 60 6 E/5 1 Each Mother ship can make 4 attacks per turn. # = Number of that type of unit in the fleet E = Energy weapons U = Unlimited AMN = Attack markers needed

AMN 24 60

HUMAN COUNTER LIST Unit Name Shuttles Transports L-4, L-5 Solar Sails Excavators Ramjets L-4 Colony L-5 Colony Tycho Base Earth

Number Speed 20 2 30 4

Range M/4 M/4

Hits 1 1

AMN 20 30

Loc Earth Earth, Moon, Mars, Venus,

6 8 6 1 1 1 1

5 4 8 0 0 0 0

L/5 R/3 E/2 L/U L/U R/U M/12

1 1 1 15 15 20 30

6 8 6 1 1 R 8

Mercury Asteroids Jupiter L-4 L-5 Moon Earth

NEOSTAT

1

1

M/20 10

2

NEOSTAT

GEOSTAT-5

1

1

L/U 5

1

GEOSTAT-5

Mercury Solar Array 1 0 L/U 1 Mercury: Off Map Note: the Mercury Solar Array is off the map and cannot be attacked. Earth can launch 8 Missiles per turn and NEOSTAT can launch 2. # = Number of that type of unit available M = Missiles L = Lasers E = Energy weapons U = Unlimited AMN = Attack markers needed Loc = Starting Location

SINGLE BOARD VARIANT Use just one hex map. All units from both players are on the same map. Attack counters are unnecissary if the attacks are resolved immediately. Players take turns moving and attacking. The Aliens go first. To resolve an attack roll a six sided die: On a roll of 1-3 the attack misses. On a roll of 4-6 the attack hits.

1731

SOLITAIRE CONQUEST INTRODUCTION Solitaire board and card game with a fantasy conquest theme

THE BOARD Draw a map of a continent with 12 connected regions. Name them if you like. Each region must be large enough to hold one stack of cards.

THE DECKS There are two decks: The Foe deck and the Ally deck. The Foe deck has 44 cards.

SETUP 11 of the 12 regions are dealt 4 cards each. These stacks of 4 cards are called ‘Hordes’. Horde cards are face up. Place a pawn in the empty space. The pawn represents your army.

TURN SEQUENCE Each turn has 4 Phases: Raise Army Phase Reinforcement Phase March Phase Conquest Phase

RAISE ARMY PHASE Draw 3 cards from the Ally deck.

REINFORCEMENT PHASE You may draw one card from the Ally deck. You may repeat this phase.

MARCH PHASE You may move your pawn one or more regions. You must end your move adjacent to a region with a horde.

CONQUEST PHASE You may destroy one Horde in region that is adjacent to your pawn. Your army must have a higher Force total than the target Horde.

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Each card has a Force A Horde gets +1 if it A Horde gets +2 if it A Horde gets +3 if it Discard the destroyed Discard all your Ally

value. has two cards of the same type. has three cards of the same type. has four cards of the same type. Horde. cards.

WINNING If you destroy all the Hordes you win. Defeating all the Hordes scores 10 points. Every card left in your Ally deck scores an additional point.

LOSING If you are unable to destroy all the Hordes you lose.

CARD LIST NOTATION G H U D #

= = = = =

Giants Humanoids Undead Dragon Number of that card in the deck

HORDE CARD LIST Card Name Hill Giant Stone Giant Ice Giant Fire Giant Cloud Giant Storm Giant Titan Kobold Mob Goblin Warparty Orc Warband Hobgoblin Riders Gnoll Raiders Bugbear Ambushers Ogre Tribe Skeletons Zombies Ghouls Ghasts Wights Wraiths Vampire Fire Drake Wyvern White Dragon Green Dragon Black Dragon Blue Dragon Red Dragon

Force 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7

Type G G G G G G G H H H H H H H U U U U U U U D D D D D D D

# 2 2 2 2 1 1 1 2 2 2 2 1 1 1 2 2 2 2 1 1 1 2 2 2 2 1 1 1

CARD LIST NOTATION E = Elves

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D = Dwarves M = Men H = Holy Men

ALLY CARD LIST Card Name Force Type # Notes Elf Scouts 1 E 2 Elf Hunters 2 E 2 Elf Warriors 3 E 2 Elf Archers 4 E 2 +1 vs Humanoids Elf Lancers 5 E 1 +1 vs Humanoids Elf Lord 6 E 1 Other Elves get +1 Elf Mage 7 E 1 Dwarf Clans 1 D 2 Dwarf Crossbows 2 D 2 Dwarf Warhammers 3 D 2 Dwarf Siege Engines 4 D 2 Dwarf Rune Master 5 D 1 Other Dwarves get +1 Dwarf Giant Slayer 6 D 1 +2 vs Giants Dwarf Lord 7 D 1 +1 vs Giants Spearmen 1 M 2 Swordsmen 2 M 2 Longbowmen 3 M 2 Halberdiers 4 M 2 Knights 5 M 1 +1 vs Dragons Wizard 6 M 1 Other Men get +1 Hero 7 M 1 +2 vs Dragons Monks 1 H 2 Zealots 2 H 2 Crusaders 3 H 2 Clerics 4 H 2 High Priest 5 H 1 Other Holy Men get +1 Paladin 6 H 1 +1 vs Undead Saint 7 H 1 +2 vs Undead FAQ's 1) Does the player's army have any force value? ---Yes of course. An army of a Monk(Force = 1), a Hero(Force = 7) and Elf Warriors(Force = 3) would have a total force = 11 (13 vs a Horde with 1 or more Dragons) 2) Can you use all of the allies in your hand in a given battle? ---You have to use all of them. 3) The first phase allows you to draw 3 allies, the next phase allows you to draw 1 and then another 1. If you can always draw 5 allies what is the purpose of having 2 phases? ---You can draw as many as you like. The 2 phases was supposedly to avoid confusion (Oh well) 4) You lose if you don't defeat all the Hordes. That implies that you only go through the ally deck once. Correct? ---Absolutely correct. 5) There is a point bonus for conserving allies. Is there any standard to evaluate the quality of victory? That is, if you get only the bare 10 points it's a marginal victory, if you have 15 points it's a great victory, if you have 20 points it's a spectacular victory, etc. By the same token, is there any standard to evaluate the quality of defeat? That is, if you have only 1 region left unconquered it's a temporary defeat, if you have 3 left unconquered it's a campaign defeat, if you have 5 left unconquered it's a catastrophic defeat, etc. ---Sounds good to me.

1734

SOLO RULES FOR MYTHOS THE CTHULHU COLLECTIBLE CARD GAME by CHAOSIUM

OBJECTIVE Rules for common deck Solo play.

TO WIN Complete any one Adventure card you have drawn. You immediately lose the game if your investigator is ever reduced to zero or less sanity.

SETUP Take all of your Mythos cards and shuffle them together in a common deck, including adventure cards. Add and remove cards to suit your tastes. Pick an investigator. You start with no cards in your hand. Draw and discard cards until you get a location card. Put that location into play.

TURN SEQUENCE When you have nothing else you can do draw a card. Some cards have to be played immediately, others can be put in your hand. Maximum hand size is 13 cards. Discard excess cards. If you draw a location card of the same region as your current location immediately put it into play and discard the previous location. If you draw a location card from a different region, you may go there if you discard an appropriate travel card from your hand, otherwise put the location card in your hand. You can always go to Dream locations from anywhere. From a Dream location you can to any other location. If you draw an ally, tome, or artifact card you may put it into play if you are at a matching location, otherwise put it in your hand. If you draw a corrupt cultist you are immediately attacked by it. If you draw a monster while at a gate site you are immediately attacked by it, otherwise discard it. Ignore joining. The strength of an attacker causes a loss of that many sanity points, or points worth of allies. Allies recieving any damage are discarded. If you draw a spell card you may attach it to an appropriate card, otherwise put it in your hand. Spell cards are discarded as soon as they are cast. If you draw a phobia card it effects you. If you draw an adventure card set aside in a separate pile. If you complete this or any adventure card you draw, you win the game. A "round" now means the next three draws. A "turn" now means until the end of all responses to the next draw. If you draw a great old one it immediately goes into play and replaces the previous great old one.

REINTERPRETATION OF CARDS 1735

Many cards that target your opponent, will have no affect in solo play. For example: "Curse of the Rat thing" does nothing. The "Tiara of Opulent Fantasy", "Ambush", and "Mist of R'lyeh" do nothing. Cards that increase the value of your threat now instead decrease the strength of attackers. For example: "Unaussprechlichen Kulten" decreases the the strength of living dead by 1. Other cards now target the last card drawn instead of your opponent. For example: "Yithian Mental Contact" can be used to negate a card just drawn and "Instability in the Mythos" can negate an attacker just drawn. Spells that target opponent's allies now target attacking corrupt allies. Some event cards now target you instead of your opponent. For example: "Townsfolk Riot" targets your investigator. Event cards now target your allies instead of your opponents allies. For example: "Influenza" and "Hound of Tindalls" target your allies. In addition to these examples, many more cards have to be reinterpreted, a task left to the eager investigator.

1736

SOMALIA 93

INTRODUCTION Card game for 2 players. Theme: The US Mogadishu Operation in Somalia on October 3, 1993. One player is the Americans. The other player is the Somalis.

DECKS One player uses the American Deck. The other player uses the Somali Deck. Each deck has 45 cards. Each deck has 3 suites and 15 cards in each suite. The 3 suites in the American deck are: S = Soldiers W = Weapons and Vehicles T = Tactics The 3 suites in the Somali deck are: C = Combatants F = American Friction (& Blunders) T = Tactics & Weapons Each card has a Force Value from 1 to 5.

TURN SEQUENCE Each turn has 5 phases: Logistics Phase Deployment Phase Contact Phase Combat Phase Casualty Phase

LOGISTICS PHASE Each player draws 7 cards from his own Deck. If the deck runs out, shuffle the Reserve pile and draw from it.

DEPLOYMENT PHASE 1737

Each player may discard up to 5 cards to their Reserve pile and draw replacement cards. If the deck runs out, shuffle the Reserve pile and draw from it.

CONTACT PHASE Both players reveal their hands. They place their cards face up on the table.

COMBAT PHASE Each player determines their Combat Force Total (CFT) for their hand: The American Player adds up the Force Values of all Soldier cards and adds 1. This is the Soldier Total (ST). The American Player adds up the Force Values of all Weapon cards and adds 1. This is the Weapon Total (WT). The American Player adds up the Force Values of all Tactics cards and adds 1. This is the Tactics Total (TT). American CFT = ST x WT x TT The Somali Player adds up the Force Values of all Combatant cards and adds 1. This is the Combatant Total (CT). The Somali Player adds up the Force Values of all Friction cards and adds 1. This is the Blunder Total (FT). The Somali Player adds up the Force Values of all Tactics cards and adds 1. This is the Tactics Total (TT). Somali CFT = CT x FT x TT

CASUALTY PHASE If the Somalis have a higher total, the Americans suffer 8 casualties. If the Americans have a higher total, they suffer 2 casualties. Flip a coin if there is a tie.

OBJECT If the Americans win 3 hands in a row, they are able to extract their comrades and escape. The game ends when this happens. Count the total number of American casualties. Compare this to the actual number of casualties (91). The American player “wins” if his total is less. The Somalis “win” if the total is more.

TURN BY TURN The American player draws 8 cards in the first 2 turns because of surprise. The Somali player draws 8 cards on turns 5-14 because of superior numbers. On turns 15+ the American player draws 9 cards because of the arrival of the Armored Column.

AMERICAN CARD LIST Card Name Medics Sergeant Sniper US Rangers Squad Leader Delta Force Special Forces

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Type S S S S S S S

Force 3 2 4 4 2 5 4

Navy SEAL Assault Force Veteran Commandos D-Boys Ground Commander Night Stalkers Drivers Light Infantry Radio Communications Ariel Reconnaissance Suppression Fire Small Unit Tactics Heroics Mow Down Crowds Defensive Perimeter Shoot Everything Disciplined Fire Gung Ho Leapfrogging Covering Positions Return Fire Hand Signals Camaraderie M-60 Pig Gunner Minigun Grenade Launcher SAW Gunner Body Armor & Helmets Flash Bang Grenades 50 Cal Machine Gun M 16 Rifles Thrown Grenades Helicopter Gunships Five-Tons Humvees Ground Convoy Blackhawks Little Bird Helicopters

S S S S S S S S T T T T T T T T T T T T T T T W W W W W W W W W W W W W W

3 3 5 5 1 1 1 2 1 1 4 5 3 4 3 5 3 2 2 4 2 1 5 5 4 2 2 1 1 3 5 1 5 2 3 3 4 W

Type C

Force 3 C 5 1 1 1 4 2 2 2 4 3 3 4 5 4 5 T 1 5 5 4 2

4

SOMALI CARD LIST Card Name Skinny Bandits Veteran Street Fighters Warlords Bodyguard Armed Civilians Angry Mob Pick Up Trucks Clan Militias Tripod Mounted HMG Irregulars Adid Supporters Somali Gunmen Hired Guns Revengers Militia Leader Hordes of Gunmen Ambush City Warfare Roadblocks & Barricades Pot Shots Blackhawk Down RPG Fire Automatic Weapons Burning Tires

C C C C C C C C C C C C C T T T T T T T

5

2

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Shooting from Rooftops AK-47’s Civilian Shields Crossfire Punish the Invaders Heavy Small Arms Fire Overrun Position Chaos & Panic Trapped in Shooting Gallery Stranded in Killing Zone Exhaustion & Wounds Communication Breakdown Leadership Crisis Unit Integrity Collapse Missing Equipment Mishaps & Accidents Leave No Man Behind Navigation Errors Lost Convoy Pinned Down American Casualties Shock & Horror

LINKS Sony The Inquirer

1740

T T T T T T T A A A A A A A A A A A A A

1 3 1 3 2 4 3 3 1 1 4 A 2 A 1 2 5 5 5 4 4 3

3 3

SORCERY CHESS WELCOME KNAVE! The premise of sorcery chess is that the king is also a powerful wizard. The rules are that of normal chess plus the following differences. Spell Acquisition & Spell Books At the end of a players turn, that player makes one roll on the Spell Table. The player records the spell on a record sheet called the spell book. Both players may look at each others spell book. 5's the Limit A player can have no more than 5 spells in their spell book. If by the end of the turn the player has acquired more than 5 then that player must cross off (forget) spells of his choice until only 5 are left. Move or Magic On your turn you may move a chess piece normally or cast a spell. Most spell merely modify the way a piece can move. Optional Rule: Magic Chivalry Players cannot check or checkmate on a turn they cast a spell. Skipping If a piece is given the power to skip it can jump over pieces like a king in checkers. Pieces that are jumped are not captured. Events These are not spells. They occur immediately. Artifacts These behave like permanent spells. A player may only have 1 of each type of artifact. Optional Card Version Make 1 card for each spell on the list. Instead of rolling on the list draw 1 card. Hands are played face up. Maximum hand = 5 spell cards. SPELL TABLE D100 Spell 01-02 Lordly Standing: Knight moves like a King 03-04 Masonic Secret: Rook moves like a King 05-06 Divine Authority: Bishop moves like a King 07-08 Squires Errand: Pawn moves like a King 09-10 Feebleness: Opponent forgets 2 spells of his choice 11-12 Arcane Study: Roll again Twice on Spell Table 13-14 Counterspell: Negate an opponents spell as it is cast 15-16 Teleport: Move one of your pieces anywhere except capture or check 17-18 Pawn can skip 19-20 Queen can skip 21-22 Rook can skip 23-24 Knight can skip 25-26 Bishop can skip 27-28 King can Skip 29-30 Probability shift: Reroll a diceroll 31-32 Knight Templar: Move knight like bishop 33-34 Holy Ground: Move rook like bishop 35-36 Divine Moment: Move king like bishop 37-38 Monks Deliverance: Move Pawn like Bishop. 39-40 Move bishop like rook 41-42 Move knight like rook 43-44 Move pawn like Rook. 45-46 Kings Highway: Move King like Rook. 47-48 Move Queen like Knight 49-50 Move King like Knight 51-52 Move Rook like Knight 53-54 Move bishop like Knight 55-56 Move pawn like Knight.

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57-58 Move Knight like King. No Capturing. 59-60 Move Rook like King. No Capturing. 61-62 Move Bishop like King. No Capturing. 63-64 Move pawn like King. No Capturing. 65-66 Procession: Move Queen twice. No capturing 67-68 Joust: Move Knight twice. No capturing 69-70 Pilgrimage: Move bishop twice. No capturing 71-72 Siege Tower: Move Rook twice. No capturing 73-74 Forced March: Move Pawn twice. No capturing 75-76 Master Stroke: Move king twice. No capturing 77-78 Charge: Move 2 pieces this turn one after the other. 79-80 Transferral: Switch locations of two pieces you control. 81-82 Call Defender: Move any one of your pieces to an unoccupied square adjacent to the king 83-84 Knighting Ceremony : Promote any pawn to a Knight 85-86 Opponent forgets one spell of your choice. 87-88 Antimagic: Event. No one can cast spells on their next 3 turns. 89-90 Steal one of opponents Spells. 91-100 Roll on Wild Magic spell table WILD MAGIC SPELL TABLE D100 Spell 01 Fey magic: Forget all current Spells and roll for new spells equal to the number you had. 02 The Meek Shall inherit: Event. All pieces move as pawns on both players next 3 turns. 03 Shield: Target piece cannot be captured by pawns on opponents next 3 turns. 04 Invulnerability: Target piece cannot be captured on opponents next turn. 05 Hand of Fate: Cause opponent to reroll a Spell roll immediately after it is made. Cast on Opponents turn. 06 Kings Crown: Artifact. You may have an extra spell in your spellbook. 07 Hex: Target unoccupied space cannot be moved into or through for both players next 3 turns. 08 Petrify: Target non king piece cannot move or be captured for next 3 turns of both players. 09 Plague: Event: Each player must destroy one of their pieces. 10 Eldritch Barrier: Target piece cannot be target of spells for next 3 of both players turns. 11 Exchange: Players exchange Spellbooks. 12 Mirror Image: One row or column is reversed this turn. 13 Excommunicate: One of opponents Knights is turned into a pawn. 14 Thief: Steal one of opponents artifacts. 15 Merlins Staff: Artifact: You may change your Spell roll by +1 or -1. 16 Magical Vortex: Event. Both players forget all their spells. 17 Drain: Destroy an artifact 18 Dispel: Destroy a spell that lasts longer than 1 turn 19 Hallucinatory terrain: Shift whole column or row over 1 square distance this turn. Cannot cast if this results in a captures or figures going off board. 20 All the Kings Men: You may move some or all of your pieces this turn. 21 Battle Frenzy: Move 2 pawns this turn. 22 Invisibility: Piece is removed from board. Its moves are recorded on paper in secret. Piece may capture or be captured. Piece may move this turn. Lasts for next 3 of both players turns. 23 Death Spell: Forget 2 Spells and Destroy target non king piece. 24 Mystic Ward: Opponent may not cast spells on his next 3 turns. 25 Barring Ways: Prevents a normal move. Opponent must do something else. Cast on opponents turn. 26 Resurrection: One of your captured pieces reenters play on an unoccupied space on your back row. 27 Reverse Time: Undue the last 2 turns. This spell is forgotten. (No time loops) 28 Word of Recall: Send target piece to its original starting square if the space is not occupied.

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29 Translocation: Switch places of one of your pieces with opponents piece of same type. 30 Father to Son: Switch places of your king and one of your pieces. 31 Black Magic: Force opponent to cast one of his spells this turn. You choose the target and the spell results. 32 Old Tricks: Event. Regain a spell you previously cast. 33 Major Arcana: Event. Gain any one spell. 34 Possession: Play on opponents turn. Opponent must make a normal move of your choice. 35 Spellbind: Neither player may make a normal move on their next turn. 36 Banish: Destroy target pawn. 37 Hold: Target nonking piece cannot move next turn. 38 Confusion: Switch location of two of opponents pieces. 39 Cursed ground: Mark a box of 4 squares. Any pieces remaining within after opponents next 3 rounds are destroyed. 40 Destiny: Opponent must capture next turn. 41 Tempest: Move any 4 of opponents pieces like kings 42 Chaos: Move six of opponents pieces this turn. 43 Weird: Move any or all of your pieces like kings this turn. No capturing. 44 Mislead: Move an opponents nonking piece twice this turn. 45 Cowardice: Opponent must move a piece backwards twice next turn. 46 Delude: Move an opponents piece like a king this turn. 47 Turn the tides: Opponent may not move any pieces forward on his next 2 turns. 48 Phase: Move one of your rooks. It may move through 1 figure. 49 Ritual: You may cast this and two other spells this turn. 50 Wrap: Move one of your pieces. It may move off the side of the board and reenter through the opposite side. 51 Morganas Orb: Artifact. Roll for 2 spells and pick one. 52 Kings Scepter: Artifact. You may have an extra spell in your spellbook. 53 Excalibur: Artifact. King may move like a Knight. 54-100 Roll again or create your own spells.

1743

SPACE 1889 EMPIRES

INTRODUCTION Space 1889 Theme. Module for the Warp Empires system. You must use the Warp Empires system to play this game. Various Victorian Powers fight for control of Mars.

DISCLAIMER Space 1889 is a licensed, copyrighted property. This is merely a fan site.

MAP Map of Mars divided into Territories. When creating a random Map roll on the Territory Type Table:

TERRITORY TYPE TABLE 1D6 Type: 1 City 2-4 Flats 5 Ravines 6 Peaks Note: No Units may Enter Peaks. Ground Battalions may not enter Ravines.

VICTORY You win if you control 50% the Cities on the Map

POWERS 1744

Each player picks a Power: Race: Special Ability: British Air Supremacy: All Ships get Force +1 German Ground Supremacy: Battalions & Forts get Force +1 Canal Martian Established: Start the Game with 4 Cities High Martian Raiders: Gunboats get Force +1 & Speed +1 French Traders: All Cities get Income +1 Russian Cheap Goods: All Units cost 1 less American Fast Going: All Units get Speed +1 Belgians Tricky: Draw +1 card per Turn Japanese Strategists: Max hand size = 10

COMMON UNIT LIST Unit Name Ground Battalion Fortifications Gunboats Aerial Cruiser Aether Battleship

# 20 10 15 10 5

Force 2 4 2 4 8

Speed S VF F M

Notes Required to control a City Cannot Move (Martian Screw Galley) (Martian Cloudship) May carry 1 Battalion

SETUP Each player starts with a City with 5 random units and a hand of 5 cards.

UNITS & ACTION DECK Players share a common Action deck and Unit chit pile.

DRAW PHASE First discard any cards you don't want. Each player draws 3 action cards. Max hand size = 7. Discard excess cards. If the deck runs out, shuffle the discard and draw from it.

MOVE PHASE Use Action cards to move stacks or units in stacks. A Very Fast unit can move 1-4 spaces. A Fast unit can move 1-3 spaces. A Medium speed unit can move 1-2 spaces. A Slow unit can move 1 space. Units can move into but not through opposing stacks.

REVENUE PHASE Each City Generates 4 Income Units per Turn.

ACTION DECK CARD LIST Card Name: Minor Move Major Move Grand Move Wind & Steam Surprise

# 15 10 5 5 2

Notes: Move 1 Stack Move 2 Stacks Move 3 Stacks Move 1 Stack of all Ships Battle: Attacker gets Force +10

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Trap Out Maneuver Machine Guns Big Guns Rams Close Combat Armor Swift Attack Guided Torpedo Evasion Sandstorms Adventurers Treaty Sabotage Spies Scouts Resupplied Martian Treasures

2 2 2 2 2 2 2 2 1 2 2 1 2 1 2 2 2 2

Battle: Defender gets Force +10 Battle: Stack gets Force +5 Battle: Each Unit in Stack gets Force +1 Battle: Battleships & Cruisers in Stack get Force +3 Battle: Martian Ships in Stack get Force +2 Battle: Battalions in Stack get Force +3 Battle: Human Ships in Stack get Force +2 Battle: Gunboats in Stack get Force +3 Battle: Destroy Target Ship Battle: Negate Battle Card Negate Move Steal 2 random cards from opponent Opponent may not attack this turn Destroy Random Unit in target Stack Look at opponents Hand Look at target Stack Draw 3 cards Gain 10 Income Units

LINKS Adventures on the Red Planet Royal Martian Geographical Society Space 1889 Felix

1746

SPACE BASE INTRODUCTIO Players control rival commercial colonies on a small piece of stable crust on a volcanic moon.

EQUIPMEN The map is a 10 x 10 grid. Map spaces must be large enough to hold a card.Two ten sided dice are needed.Each player will need a set of colored control tokens.Paper & pencil to keep tract of Credits.The deck consists of 120 cards

SETU Each player starts with 50 credits.Each player begins with one Outpost card.Players place their Outpost cards in opposite corners, within 2 spaces of the corner space.

TURN SEQUENC Players take Turns. Each Turn is divided into several Phases.When each player has taken a Turn, that is the end of the Round.1. Transfer Phase2. Repair Phase3. Meteor Phase4. Production Phase5. Control Phase6. Draw Phase7. Build Phase

TRANSFER PHAS By playing (discarding) a Transfer card a player may:1. Move a site he controls to any other space adjacent to a site he also controls, or…2. Switch the location of any two site cards he controls.

REPAIR PHAS Repair sites damaged by meteors.Pay 1 credit to remove 1 point of damage.

METEOR PHAS Each turn a meteor hits a random space. (How convenient)Roll two ten sided dice to determine the X and Y axes.If the space contains an installation, it receives 1D10 points of Damage.Damaged sites are considered to be "defunct".Empty spaces and resource spaces are unaffected.Shield generators and installations adjacent to shield generators are unaffected.

PRODUCTION PHAS Some installations produce income (credits).If an installation meets all of its functional requirements, then it is functional and produces income.If an installation cannot meet all of its functional requirements, then it is considered defunct.Defunct sites produce no income.For example, a Spaceport must be adjacent to a Colony, a High tech industry, and a Power source.To be functional, all of the adjacent required sites must also be functional.Installations may meet requirements using adjacent sites controlled by opponents.

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CONTROL PHAS By playing (discarding) a Control card a player may:1. Replace the control marker on an opponents site with one of your own markers.The target site must already be adjacent to one of your sites. Or….2. Look at opponents hand and steal one card.

DRAW PHAS Draw one card.If a player has 9 or more cards in his hand he must discard down to 8 cards.

BUILD PHAS A player may place one or more "site" cards onto the map.One site card per space.A site may be placed in an empty space orthogonally adjacent to a site you control.Place one of your control markers onto any site you place.

RESOURCE SITE There are three types: Metals, Radioactives, Ice + Organics.These are called resources or ores.

EXTRACTOR These mine raw materials from all adjacent resource sites, even resources of different types.

OUTPOS Each player starts the game with one of these.Outpost cards are removed from the deck before play.Outposts are power sources.Outposts are also extractors.

REFINERIE These process the raw ores collected from all adjacent extractors, even resources of different types.To be functional these must be adjacent to an extractor, which is adjacent to any resource site.

SOLAR PANEL ARRA These catch solar energy that can power all adjacent installations.

GEOTHERMAL PLAN These catch geothermal energy that can power all adjacent installations.To be functional these must be adjacent to a volcano site.

VOLCAN These are not considered to be resource sites.In build phase these may be placed in any empty space.

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REACTOR COR These produce nuclear energy that can power all adjacent installations.To be functional these must be adjacent to a refinery, which is adjacent to an extractor, which isnext to a Radioactives resource site.

FACTOR These are producing manufactured goods.To be functional these must be adjacent to a refinery, which is adjacent to an extractor, which isnext to a Metals resource site.

HYDROPONIC DOM These are producing food, water, and Oxygen.To be functional these must be adjacent to an extractor, which is next to an Ice + Organics resource site.

COLON These contain relatively large populations of enterprising colonists.To be functional these must be adjacent to a hydroponic dome.

TRANSPORT HU All sites adjacent to the hub are also considered to be adjacent to each other.This applies only to people and materials.This system does not transmit power or shielding.

RESEARCH STATIO These are studying the local geology, biology, meteorology, and astronomy.

SHIELD GENERATO The generator and all adjacent sites are immune to meteor hits.

HIGH-TECH INDUSTR These are producing sophisticated electronics, vehicles, computers, robots, etc.To be functional these must be adjacent to a Colony, and a Factory

BIO-MED LAB These are producing new drugs derived from the native life-forms.To be functional these must be adjacent to a Colony, and a Research Station

SPACE PORT Centers of trade and commerce.To be functional these must be adjacent to a Colony, and either a High-Tech Industry or Bio-Med Lab

CARD LIST 1749

# = The number of that type of PhaseI = Installation siteIP = = Volcano siteA = Action Card# R None9 Ice + Organics power4 Refineries Core IP 3 Dome I 2 Station I 1 Power4 Dome3 High-Tech Industry Labs I 4 in Control Phase

card in the deck.Income = Credits produced in Production Installation site that produces powerR = Resource siteV Name Type Income Requirements 0 None6 Radioactives R 0 R 0 None8 Extractor I I 2 Power, Extractor (Any Ore)4 Reactor Refinery (Radioactives); Produces power5 Hydroponic Power, Extractor (Ice + Organic ores)5 Factory Colony I 3 Power, Hydroponic I 4 Power, Colony, Factory2 Bio-Med Power, Colony, Research Station2 Space Port

END OF GAME The game ends when the last card is drawn from the deck.

VICTORY The player with the most credits at the end of the game is the winner.

1750

4 1 I I

SPACE BLAST INTRODUCTION Backgammon variant on a circular board with cards and a sci-fi theme. One player is the Terran Defense Force. The other player is the Evil Empire.

OBJECT The first player to occupy all four planet spaces is the winner.

THE BOARD The board is in the shape of a circular track. The circle is divided into 28 spaces also known as sectors. One space represents Planet Earth. (Space #1) The opposite space is Planet X, home of the Evil Empire. (Space #15) Moving clockwise from Earth, Space #8 is the Planet Nimrod. Moving clockwise from Planet X, Space #22 is the Planet Cygnus-7. All other spaces are known as Deep-Space sectors. The deck and the discard pile (the vortex) can be kept in the interior of the circle. Also in the interior there is an area called the scrap heap where destroyed units are kept.

PIECES Each side has 15 pieces or units. Make them using cardboard counters (or chits). Use blue chits for the Terran Defense Force units. Use red chits for the Evil Empire units. Chits should be marked with their force value, a number between 1 and 5.

THE DECK Both players share a common deck. The deck contains 2 of each card on the list.

SETUP Each player starts with 5 cards. Each player puts all 15 of his units on his homeworld.

TURN SEQUENCE Players alternate turns. The player whose turn it is, is known as the attacker, the other player is the defender. The Evil Empire goes first. Each turn has 5 phases: 1. Draw Phase 2. Roll Phase 3. Build Phase 4. Move Phase 5. Fight Phase

1751

DRAW PHASE Draw two cards. If the deck runs out, shuffle the discard and continue. Base maximum hand size = 6. Discard excess cards. Max hand size +1 if you control Nimrod. Max hand size +1 if you control Cygnus-7. Max hand size -2 if you are not in control of your Homeworld.

ROLL PHASE Roll two six sided dice (2D6). Cards can be used to modify these dice rolls.

BUILD PHASE If a player rolls doubles (two sixes, snake-eyes, etc.) he may place one of his destroyedunits back into play onto his homeworld (Earth or Planet X). He may only do this if he currently occupies (controls) his homeworld by having one or more of his units on his homeworld space. The player still uses the die rolls for movement.

MOVE PHASE As in backgammon, move one or two of your units a number of spaces indicated by the dice. Both dice can be assigned to one unit, or each die roll can be assigned to two different units. Die rolls (from roll phase) must be used. Terran units move clockwise. Evil Empire units move counterclockwise. A unit cannot use the second die if, as a result of its first roll, it lands on a space containing enemy units. Cards can be used to modify which units move and by how much. Played cards are discarded. Rolling doubles does not allow you to move four times as in normal backgammon rules.

FIGHT PHASE Each unit has a force value. See the Unit Lists. If a space contains opposing units there will be a fight. Each side adds up the force value of all of its units present to get a force total. The attacker may play attack cards to increase his total. The defender may play defense cards to increase his total. Played cards are discarded. The higher total wins. All units of the loser are destroyed and sent to the scrap heap. The winner keeps units with a total force value equal to the difference between the winning and losing sides force totals. The winner always keeps at least one unit. For example: Winner = 7, loser = 5, difference = 2. The winner may keep units with a total force value of 2 or less, or any one unit, even if it has a force value greater than 2.

TERRAN DEFENSE FORCE UNIT LIST # 1

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Force 5

Unit Name Sol-1

2 4 Stellar Navy 3 3 Space Marines 4 2 Solar Scouts 5 1 Planetary Patrol # = Number of units (chits) of this type. Sol-1: Flagship of the Terran Defense Force. Commanded by the heroic Captain Stark Raving. Stellar Navy: Two main fleets of battlecarriers, and their escorts. Space Marines: Three battle groups of zero-g power armor commando troops and their heavily armed transports. Solar Scouts: Also called the Space Rangers. Squads of fast, stealthy ships for reconnaissance and ambush. Planetary Patrol: Also called the Star Guard. Local law enforcement and rescue operations. Armed to deal with pirates and criminals. Also includes a variety of ships pressed into military service.

EVIL EMPIRE UNIT LIST # Force Unit Name 1 5 Vindicator 2 4 Star Cruisers 3 3 Imperial Enforcers 4 2 Robot Drones 5 1 Clone Troopers Vindicator: Personal Dreadnought of Emperor Phlebotamus. Star Cruisers: Massive Hulks bristling with armor and weapons and filled with divisions of elite shocktroops. Imperial Enforcers: An unsavory lot of alien mercenaries, cyborg bounty hunters, and mutant raiders. Robot Drones: An assortment of probes, androids, drone ships, and death machines. Clone Troopers: Swarms of expendable ground troops and space fighters. Best for terrorizing civilians.

DECK CARD LIST Card Name Notes Ion Thrusters Add +1 to one die roll Warp Overdrive Add +2 to one die roll Maximum Burn Add +3 to one die roll Hyper Jump Roll one additional die in Roll Phase Strategic Move Use one die roll to move all units in one space Space Combat Tactics Use one die roll to move backwards Defend the Homeworld Move target unit directly to your homeworld Hold Position Do not use one die roll Battle Computers Cause one of your die rolls to be rerolled Continuous Wave Laser Attacker +1 Force Plasma Generator Attacker +2 Force Disruptor cannon Attacker +3 Force Antimatter Missiles Attacker +4 Force Nova Bomb Attacker +5 Force Surprise Attack Attacker +1D6 Force Plasteel Armor Defender +1 Force. * Electronic Countermeasures Defender +2 Force. * Inertial Force Field Defender +3 Force. * Evasive Maneuver Defender +4 Force. * Ablative Energy Shields Defender +5 Force. * Ambush Defender +1D6 Force. * Espionage Look at opponents hand. Play on opponents draw phase. Jam Transmission Target enemy unit cannot move this turn. * Reinforcements Rebuild one extra destroyed unit in build phase. Major Offensive Discard 2 cards and take another turn. Notes: Unless specified otherwise, all cards target your own units during your own turn. * = Play on opponents turn.

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Space Cruisers Material by Geo Gibson ([email protected]) Here's that extra stuff I'd done for Space Cruisers. It's mostly been used in solo games, so I can't say it's been extensively playtested :) Some of the modifications have been left out, either because they aren't in any kind of usable form yet or else because they only make sense in scenarios. Extra "Space Cruisers" rules These are the extra rules I've been using for some solo games. I use miniatures on a hexless surface (two sections of posterboard that have a starfield painted on them); each hex is assumed to be 1 inch on the table. Two inches might work better if you have the space. Fighters: Fighters are fielded in squadrons (usually 2-5 fighters); each squadron moves as a unit and rolls one initiative die. Hits are always assigned to any damaged fighters first. Fighters do not have to move between turnings (see below). Movement (additional): Ships cannot usually turn twice; some forward movement must occur in between. A ship may turn twice (without a move in between), but the second facing change costs 2". Fighters ignore this rule. Extra Systems Enhanced Battle computer: allows Critical rolls to be modified by plus or minus one. A ship with an EBC only suffers -2 when targetting a Cloaked Ship. Tractor Beams (all Military ships have one): Range is 3". A ship can use its tractor beam to latch onto another vessel (same size or smaller) to tow it. Towed ships remain within 3" of the other vessel; the towing ship loses 1" of movement while the beam is engaged. Ships with operable drives cannot be towed unwillingly. Stations cannot be towed and fighters cannnot possess tractors. If a second tractor is added, a ship can tow a vessel one size larger at a cost of 1 extra inch of movement (a small vessel with 2 tractors could tow a medium vessel at -2" to its move, or a large vessel if it had three tractors, though it would then be at -3" movement). These usually have a 120 degree rear arc. Self-Destruct Sometimes a Captain will destroy his/her/its own ship rather than allow it to fall into enemy hands (or tentacles, etc.). Self-Destruction is announced during the Cloaking phase and replaces the ship's Movement Phase (on its initiative). Normally, a ship will self-destruct on a 10 or less on a d10 (automatic success). For each Critical it has taken the roll is at a penalty of 2 (so a ship that has taken 3 criticals will only self-destruct on a 4 or less). If the die roll is made, the ship is utterly destroyed. Nearby vessels may take damage as well. This is equal to 1d6 for each two of the following systems the vessel had intact when it exploded: Weapons, Fighter Bays, Drives. This damage is rolled (seperately) against each vessel within 1"; for every further inch the damage drops by a die. A self-destructing fighter does no damage to anyone else, as the explosion is too small. Damage Control Parties All ships and stations (but not fighters) have crew that can attempt to repair ship damage. Each vessel has 1 roll per Size Category (small ships 1, medium ships 2, large ships 3) per turn. This roll is made after the Cloaking Phase and before Initiative. Shields and criticals can be repaired; hull points can be repaired between games. The specific damage that is to be repaired must be declared before the die is rolled (repairs Shields or Drives or Phasers, etc.). Repairs are rolled on 1d6 as follows: for shields 5-6, for Criticals, destroyed drives or weapons systems 6. The following is used for my pseudo-campaign, where a day or two may pass between battles and I want damage to carry over. Assume each Damage Control party not otherwise occupied can repair d3 hull points per day, though never more than half the original hull points of the vessel (without access to a shipyard, repair dock, etc.). Access to a friendly base adds +1 to chances of success and number of hull points repaired. Larger bases (or repair docks, etc.)

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probably repair ships faster. Note that since a space station is usually a base, it always gets the +1 bonus.

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Space crusiers- Custom Version by [email protected] I added a few systems and possibilities in your critical hits section and wanted to share them with you... here's my version.

SPACE CRUISERS INTRODUCTION Very simple space ship combat.

EQUIPMENT Use a hex map (large hexes) with a starfield background. 10, 20, and 6 sided dice are needed. Ship figures and stands are needed. The Micro-Machine Star Trek line works nicely.

BASIC MILITARY HULL Every military ship has the following basic features: 10 Hull points 1 Phaser 3 Drives 1 Shield

ADDITIONAL SYSTEMS In the Basic rules every ship has 5 additional systems. Roll 5 times on the System table to see which systems a ship has.

SYSTEMS TABLE 1D20 System 1 Phasers (or cargo bay if playing with fighters) 2 Phasers 3 Photon Torpedoes 4-6 Drives 7-9 Shields 10-11 Armor 12 Scanners 13 Security Team 14 Cloaking Device 15 Elite Crew 16 Chain guns 17 Ion shockwave 18 Targeting computers 19 Jump plasma turbine 20 choose your own from above, limitations in systems still valid

SYSTEM NOTES Phasers: Range = 6. Damage = 1D6. Hits on roll of 5+. Phasers can be fired into a 120 degree arc in front of the ship. Photon Torpedoes: Range = 4. Damage = 2D6. Hits on roll of 7+. Torps fire in a straight line. Drives: Each level of drives can be used to move a ship one space forward or make one 60 degree turn per turn.

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For each Drive add 1 to the ships initiative roll. Shields: Attacks that do 4 or less points of damage are negated. Attacks that do 5+ damage are negated, but destroy a shield. Armor: Each level of armor gives the ship 10 more hull points. Scanners: Each scanner gives one attack per turn +1 to hit. Security Teams: Each security team can attack one adjacent uncloaked ship per turn that has no shields. Roll 1D6. On a roll of 1-2 the team is destroyed. On a roll of 5-6 the target ship is destroyed. Cloaking Device: A ship may decide to cloak for the turn. Cloaked ships cannot attack. Cloaked ships are -3 to be hit. A ship will only ever have 1 Cloaking Device. Reroll duplicate rolls. Elite Crew: For each elite crew add 1 to the ships initiative roll. Each elite crew allows the ship to attempt to evade 1 attack per turn. The target attack is evaded on a roll of 1-3 on 1D6. Chain guns: may fire twice at a range of one hex or less. 7 or better hit each shot 1d6 damage each. 120 degree Ion shockwave: range one hex, 360 degree arch blast count one hex circle. Disable each ship 1d6 on a six for the rest of this turn and next turn. that damaged ship may not move or fire. Missiles: range 3 or less. 2d6 damage 360 degree field of fire. roll 7+ Target computer: +1 from each weapons to damage. reroll duplicate rolls Jump Plasma Turbine: 1 use, may move 5 hex. Roll 1d6=6 critical hit self

SETUP Each side should have an equal number of figures. Or each side should have an equal number of construction points if using the advanced rules.

TURN SEQUENCE Each turn has 4 phases: 1 Cloak Phase 2 Initiative Phase 3 Move Phase 4 Attack Phase

CLOAK PHASE Ships with cloaking devices may cloak.

INITIATIVE PHASE Each ship rolls 1D10. This is the ships initiative number.

MOVE PHASE The ship with the lowest initiative moves first. The next lowest moves next and so on. Reroll tied initiatives. Only 1 ship per hex.

ATTACK PHASE The ship with the highest initiative attacks first The next highest attacks next and so on. For each attack roll 1D10. This is the To hit roll.

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Phasers hit on a roll of 5 or more. Torpedoes and Missles hit on a roll of 7 or more. Scanners & cloaking modify the To hit roll. Security teams may also attack. If an attack hits, a ship may try to evade if it has an elite crew. Security teams may be evaded. If an attack hits, and it is not evaded, roll for damage. Shields will absorb damage. Too much and the shields blow (are destroyed). If the ship has no shields, each point of damage destroys one hull point. If a ship has negative hull points, every phaser hit it takes requires 1 roll on the Critical Damage Table. Torpedo + missile hits require 2 rolls.

CRITICAL DAMAGE TABLE 1D10 Effect 1 1 Weapon system destroyed (reroll if none left) 2 1 Drive destroyed (reroll if none left) 3 Warp Core 4 Life Support 5 Super Structure 6 Targeting Computer hit all weapons fire at negative one. 7 maneuvering thruster damage may choose a turn OR fly straight a turn 8 weapons internal damage -1 damage and -1 range all weapons 9 malfunctions roll 1d6 before each movement/weapon fire on a 6 fail. 10 laugh it off it only took out the ships restroom! If the Warp Core is hit twice the ship explodes. If Life Support is hit twice the entire crew is killed. If the Super Structure is hit twice the ship breaks apart.

BASIC RULES SAMPLE SHIPS Ship Name: 5 Additional systems The Courageous: Shields, Torps, Security, Drives x2 The Victorious: Scanners, Armor x2, Shield, Elite Crew The Noblesse: Elite Crew, Shield, Torps, Drives, Scanners The Atlantea: Phasers, Drives, Shields x2, Cloak

ADVANCED RULES SHIPBUILDING The basic military hull is worth 2 construction points. Each additional system is 1 construction point. Small ships have 0-3 additional systems. Corvettes, escorts, gunships, raiders Medium Ships have 4-6 additional systems. Destroyers, frigates, cruisers Large ships have 7-10+ additional systems. Battle Ships, capitol ships, dreadnaughts, carriers

BASIC COMMERCIAL HULL The basic commercial hull is worth 2 construction points. 10 Hull points 2 Drives 3 Non military systems Non military systems include: Cargo bays, Science Labs, Mining equipment, Passenger accommodations, etc.

SPACE STATION HULLS 1758

The basic Space station hull is worth 2 construction points. Space stations have no drives 20 Hull points 4 Non military systems. All weapons mounted on Space stations fire out of any arc.

FIGHTER HULLS The basic fighter hull costs 2 construction points. They have 1 hull point. Any roll on the critical damage table will destroy them. They have 5 drives, 1 phaser, 1 elite crew Up to 5 fighters can be carried by a ship for every cargo bay the ship has. Fighters can have a maximum of 3 additional systems

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SPACE CRUISERS INTRODUCTION Very simple space ship combat.

EQUIPMENT Use a hex map (large hexes) with a starfield background. 10 and 6 sided dice are needed. Ship figures and stands are needed. The Micro-Machine Star Trek line works nicely.

BASIC MILITARY HULL Every military ship has the following basic features: 10 Hull points 1 Phaser 3 Drives 1 Shield

ADDITIONAL SYSTEMS In the Basic rules every ship has 5 additional systems. Roll 5 times on the System table to see which systems a ship has.

SYSTEMS TABLE 1D10 1 2 3 4 5 6 7 8 9 0

System Phasers (or cargo bay if playing with fighters) Phasers Photon Torpedoes Drives Shields Armor Scanners Security Team Cloaking Device Elite Crew

SYSTEM NOTES Phasers: Range = 6. Damage = 1D6. Hits on roll of 5+. Phasers can be fired into a 120 degree arc in front of the ship. Photon Torpedoes: Range = 4. Damage = 2D6. Hits on roll of 7+. Torps fire in a straight line. Drives: Each level of drives can be used to move a ship one space forward or make one 60 degree turn per turn. For each Drive add 1 to the ships initiative roll. Shields: Attacks that do 4 or less points of damage are negated. Attacks that do 5+ damage are negated, but destroy a shield. Armor: Each level of armor gives the ship 10 more hull points. Scanners: Each scanner gives one attack per turn +1 to hit. Security Teams: Each security team can attack one adjacent uncloaked ship per turn that has no shields. Roll 1D6. On a roll of 1-2 the team is destroyed.

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On a roll of 5-6 the target ship is destroyed. Cloaking Device: A ship may decide to cloak for the turn. Cloaked ships cannot attack. Cloaked ships are -3 to be hit. A ship will only ever have 1 Cloaking Device. Reroll duplicate rolls. Elite Crew: For each elite crew add 1 to the ships initiative roll. Each elite crew allows the ship to attempt to evade 1 attack per turn. The target attack is evaded on a roll of 1-3 on 1D6.

SETUP Each side should have an equal number of figures. Or each side should have an equal number of constuction points if using the advanced rules.

TURN SEQUENCE Each turn has 4 phases: 1 Cloak Phase 2 Initiative Phase 3 Move Phase 4 Attack Phase

CLOAK PHASE Ships with cloaking devices may cloak.

INITIATIVE PHASE Each ship rolls 1D10. This is the ships initiative number.

MOVE PHASE The ship with the lowest initiative moves first. The next lowest moves next and so on. Reroll tied initiatives. Only 1 ship per hex.

ATTACK PHASE The ship with the highest initiative attacks first The next highest attacks next and so on. For each attack roll 1D10. This is the To hit roll. Phasers hit on a roll of 5 or more. Torps hit on a roll of 7 or more. Scanners & cloaking modify the To hit roll. Security teams may also attack. If an attack hits, a ship may try to evade if it has an elite crew. Security teams may be evaded. If an attack hits, and it is not evaded, roll for damage. Shields will absorb damage. Too much and the shields blow (are destroyed). If the ship has no shields, each point of damage destroys one hull point. If a ship has negative hull points, every phaser hit it takes requires 1 roll on the Critical Damage Table. Torp hits require 2 rolls.

CRITICAL DAMAGE TABLE 1761

1D10 Effect 1-2 1 Weapon system destroyed (reroll if none left) 3-4 1 Drive destroyed (reroll if none left) 5-6 Warp Core 7-8 Life Support 9-0 Super Structure If the Warp Core is hit twice the ship explodes. If Life Support is hit twice the entire crew is killed. If the Super Structure is hit twice the ship breaks apart.

BASIC RULES SAMPLE SHIPS Ship Name: 5 Additional systems The Courageous: Shields, Torps, Security, Drives x2 The Victorious: Scanners, Armor x2, Shield, Elite Crew The Noblesse: Elite Crew, Shield, Torps, Drives, Scanners The Atlantea: Phasers, Drives, Shields x2, Cloak

ADVANCED RULES SHIPBUILDING The basic military hull is worth 2 construction points. Each additional system is 1 construction point. Small ships have 0-3 additional systems. Corvettes, escorts, gunships, raiders Medium Ships have 4-6 additional systems. Destroyers, frigates, cruisers Large ships have 7-10+ additional systems. Battle Ships, capitol ships, dreadnaughts, carriers

BASIC COMMERCIAL HULL The basic commercial hull is worth 2 construction points. 10 Hull points 2 Drives 3 Non military systems Non military systems include: Cargo bays, Science Labs, Mining equipment, Passenger accommodations, etc.

SPACE STATION HULLS The basic Space station hull is worth 2 construction points. Space stations have no drives 20 Hull points 4 Non military systems. All weapons mounted on Space stations fire out of any arc.

FIGHTER HULLS The basic fighter hull costs 2 construction points. They have 1 hull point. Any roll on the critical damage table will destroy them. They have 5 drives, 1 phaser, 1 elite crew Up to 5 fighters can be carried by a ship for every cargo bay the ship has. Fighters can have a maximum of 3 additional systems

SPACE CRUISER VARIANT MATERIAL 1762

Extra Rules by Geo Gibson at [email protected] Custom Version by [email protected]

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SPACE FURY INTRODUCTION Quick & Dirty Tactical Space Fighter Combat Rules. Special rules for pilots: 10 Skills, Panic, Quirks, Special maneuvers. Very easy ship construction system.

SUPPLIES A space hex map is required. Use painted miniatures or chits to represent ships. 10 and 6 sided dice are used

TURN SEQUENCE 1. Stealth Phase: Cloaking 2. Detection Phase: Detect Cloaked Fighters 3. Tactics Phase: Determine who goes first in movement phase 4. Movement Phase: Normal movement or attempt Special Attack Maneuvers 5. Special Maneuvers Phase: Offensive or Defensive 6. Missile Launch & Move Phase: Move Missiles, Declare targets of Missiles & Rockets 7. Gun Declaration Phase: Declare Targets 8. Gun Resolution Phase: Roll ToHit & Damage 9. Missile Resolution Phase: Roll ToHit & Damage 10. Morale Phase: Taunting, Panic checks, Rally checks

1. STEALTH PHASE Ships with cloaking devices may cloak or uncloak. Ships that attack or communicate immediately uncloak. Cloaked, undetected fighters cannot be attacked.

2. DETECTION PHASE A fighter with basic sensors will detect cloaked fighters up to 10 hexes away on a roll of 1-2 on D10 A fighter with the scanner enhancement will detect cloaked fighters up to 20 hexes away on a roll of 1-4 on D10 Detected fighters can be attacked

3. TACTICS PHASE Each player rolls 1D10. This is The high roll gets to move last Actions in all other phases are Pilots with Tactics skill add 1

the Initiative roll. in Movement phase. considered simultaneous. to their sides initiative roll.

4. MOVEMENT PHASE Fighters have a base Speed =4 For each point of speed a fighter may move forward 1 space or change its facing one hex face (60 degrees). Fighters with a Jump drive and that are in a jump point may jump to

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another star system. Any number of units may occupy the same space

5. SPECIAL MANEUVERS PHASE Fighters may attempt special offensive maneuvers. See corresponding Tables.

6. MISSLE LAUNCH & MOVE PHASE A fighter can launch some or all of its missles & rockets. Missles move like fighters. They begin in the same space with the same facing as the ship that launched them. Missles persist from turn to turn until they hit a target, are lost, or are shot down. Rockets only last one turn. They can be aimed at targets in a 60 degree arc extending from the front of the fighter. Rockets launched from the same pod in the same turn must be aimed at the same target. Place the rockets in the same hex as the target.

7. GUN DECLARATION PHASE Guns in standard fixed mounts may fire at targets in a 60 degree arc extending from the front of the fighter. Fixed Guns may also fire at targets in the same hex that were in the hex from a previous turn or that entered the hex this turn from one of the 3 hexes the fighter is facing. Guns in turrets may fire in any direction. Guns may be aimed at fighters, missles, or rockets.

8. GUN RESOLUTION PHASE All attacks are considered simultaneous Use the To Hit Table for each attack Roll on the Damage Table for attacks that hit

9. MISSLE RESOLUTION PHASE Missles & Rockets not shot down may roll to hit

10. MORALE PHASE This phase is divided into 3 segments: Taunt, Cool, and Rally. Taunt Segment : Pilots with taunt skill may taunt target opponent pilots within 10 Hexes. Target is taunted on a roll of 1-5 on D10. Cool Check Segment: Pilots whose ships have been hit or who have been taunted must save on 1-6 on D10 or roll on the Panic Table. Rally Segment: Pilots with leadership skill can attempt to rally another pilot that failed a cool roll or is already paniced. The chance to rally is 1-5 in D10. Rallied pilots do not panic. Rally range= 20 hexes

FACTIONS 1765

1 2 3 4 5 6 7 8 9 10

Colonial Federation Terran Empire Andromeda Alliance Corporate Mercenaries Fringeworld Pirates Templars of the Church of Mankind Independent Warlords Rebel Worlds Planetary Defense Force Alien Invasion Force

FIGHTER CONSTRUCTION In single session games ship enhancements are determined randomly using the Primary Enhancements Table. For 11 enhancements add 11 to the cost; for 12 add 12, and so on. This is the law of diminishing returns. The better its made the more it costs. Pilots must also be purchased. Their cost is equal to their number of experience points. FIGHTER COST ENHANCEMENTS 20 0 21 1 23 2 26 3 30 4 35 5 41 6 48 7 56 8 65 9 75 10

BASIC SYSTEMS All fighters have these systems built into their cost: Hull- Contains all other systems. Affords minimal protection. Base Armor Modifier = 0 Cockpit & Life support- 1 pilot. 1 week of Oxygen Reactor Core- Converts Fuel into energy Fuel Reserve- Enough fuel for 4 days of cruising, or 5-30 minutes of sustained weapon fire at maximum speed. Power grid- Distributes power to all systems Standard Engine- Base Speed = 4 Directional thrusters- Base Maneuver Modifier = 0 Central Computer- Controls all systems Targeting- Base ToHit Modifier = 0. Pilot may fire at one target per turn Sensors- Passive & Active. Used for detection, targeting, and navigation Weapon- All off the rack fighters come with one Laser (Range =5, Damage +0, ToHit +0, Gun)

PRIMARY ENHANCEMENTS TABLE D10 1 2 3 4 5 6 7 8

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ENHANCEMENTS Targeter Engines Thrusters Missile Rack Extra Laser Special Weapon Armor Deflector Shield

NOTES ToHit Modifier +1 with one weapon vs one target Speed +1 Base Maneuver Modifier +1 2 Missiles: Speed =6, Maneuver +4, ToHit +1, Damage +4 Range =5, Damage +0, ToHit +0 Roll on Subtable Base Armor Modifier +1 Absorbs 1 Hit, then blown

9 10

Special System Pick 1 Result

Subtable

SPECIAL WEAPON TABLE All guns contain enough ammo or active materials to fire about 50 times D10 SYSTEM NOTES 1 Turbo Laser Range =3, Damage +1, ToHit +1, Gun 2 Particle Accelerator Cost =2 Enhancements; Range =8, Damage +1, ToHit +0, Gun 3 Rail Gun Cost =2 Enhancements; Range =6, Damage +3, ToHit -1 4 Chain Gun Range =2, Damage +2, ToHit +1; HE shells 5 Ion Gun Range =4, Damage +X, ToHit -1; A nondeflected hit causes System shock 6 Rocket Pod Range =6, Damage +2, ToHit +0; Contains 8 Rockets; 1-4 may be fired at one time. 7 Plasma Generator Range =1, Damage +0, ToHit +2, Gun 8 Nuclear Missile Cost =2 Enhancements, Like normal missile but Damage +25 9 Turret Attached weapon may fire in all arcs & target Missiles & Rockets 10 Pick 1 Result

SPECIAL SYSTEMS TABLE D10 SYSTEM NOTES 1 Jump Drive Allows travel between stars 2 Escape Pod If fighter explodes, pilot escapes in pod (Speed =2) on a roll of 1-3 on D6 3 Cloaking Device Cost =2 Enhancements; Ship may Cloak 4 Jammer Missles are -1 ToHit this fighter or any adjacent fighters 5 Scanners Enhanced Sensors; Detection +2, Detection Range +10 6 Streamlining Non-streamlined Ftrs in Atmospheres: speed -1 & maneuver -1 7 Copilot Cockpit accomidations & Life support for a copilot 8 Afterburner Speed +4; can be used once; Costs 1 to replace 9 Storage Space Doubles fuel capacity or may be used to carry cargo 10 Pick 1 Result

TO HIT TABLE D10 RESULT 1-4 Miss (Missle Lost) 5-6 Near Miss 7-10 Hit! All attacks use the same table

TO HIT ROLL MODIFIERS Attacking Fighter Targeting system Enhancements +1 Defending Fighter Maneuver Bonus -1 Missles are +1 to hit Missles & Rockets are -1 to be hit Attacking Pilot Accuracy Skill +1 Defending Pilot Evasion Skill -1 Defender moved 4+ Hexes -1 Attacker moved 4+ Hexes -1 Defender Stationary -1 Attacker Stationary -1

DAMAGE TABLE D10

RESULT

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1-3 4-6 7-8 9+

Deflected (No Damage) Minor Structural Damage; +1 to next Damage Roll Moderate Structural Damage; +2 to next Damage Roll Critical Damage Table

DAMAGE ROLL MODIFIERS Attackers Weapon Bonuses +X Defending fighter Armor Enhancement -1 Defenders Accumulated Structural Damage +X Defender has Deflector Shield: Attack is automatically deflected & shield is destroyed (Blown).

CRITICAL DAMAGE TABLE D10 1 2 3 4 5 6 7 8 9+

RESULT: NOTES System Shock: Ship can do nothing on its next turn except launch escape pod Weapon Destroyed: Roll 1D6: on 1-3 attacker picks, 4-6 defender picks Engines Hit: Speed -1 Thruster Hit: Maneuver -1 Targeting Damaged: -1 to all ToHit rolls with Guns Special System Destroyed: Roll 1D6: on 1-3 attacker picks, 4-6 defender picks Reroll: 1D6 on this table Basic System Destroyed: Roll on the Basic System Destroyed Table Ship Explodes

BASIC SYSTEM DESTROYED TABLE D10 1 2 3 4 5 6 7 8 9 10

SYSTEM Cockpit Life support Communications Sensors Antigravity Fuel Reserve Reactor Core Power Grid Computer Reroll

RESULT Pilot Killed Pilot Killed Detection -2 ToHit -2, Detection -4 Maneuver -1 Ship Explodes Ship Explodes Permanent System shock ToHit -2, Detection -2, Maneuver -1, Ship cannot Jump

TYPES OF PLAY There are several ways to play space fury. These include: 1. Duel- One ship versus another. Single playing Session. 2. Squads- One squad versus another. Single playing Session. 3. Scenarios- Several sample scenarios are included at the end of the rules. Single playing Session. 4. Campaign Missions- This is several connected scenarios where the results of one scenario affect the next scenario. This level of play requires a gamemaster. Multiple playing Sessions. 5. Roleplaying- The gamemaster will have to develop nonpiloting skills and quirks. Adventure possibilities may include rescue missions, exploring systems in the neutral zones, first contacts, diplomatic missions, hunting down spies and pirates, dangerous reconnaissance missions, and sabotaging enemy bases.

PILOT LEVEL TABLE Level 1

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Experience(XP) Skills Reputation 1 1 Green

Cool 3

2 3 4 5 6 7 8 9 10 Notes:

3 2 Green 4 6 3 Regular 5 10 4 Regular 6 15 5 Regular 7 21 6 Regular 8 28 7 Veteran 9 36 8 Veteran 9 45 9 Veteran 10 55 10 Elite 10 First level skill is always Basic Combat Pilot.

EXPERIENCE POINTS TABLE ACTION XP AWARDED 1 Year of Training 1 Minor Battle 1 Major Battle 2 1 Kill 1 targets do not count

NOTES Academy quality 7 or less ships per side More than 7 ships per side Defenseless or very inferior

TERRAN DEFENSE FORCE OFFICER RANKS Pilot Rank Private Corporal Sergeant Lieutenant Major Captain

Prerequisites Level 1 Level 2 Level 4 & Tactics skill Level 6 & Leadership skill Level 8 Level 10

PILOT SKILLS D10 Skill Notes 1 Accuracy +1 to hit with one gun attack 2 Speed +1 Speed 3 Evasion +1 Evasion 4 Stunts +1 to attempt Special Maneuvers 5 Tactics +1 to Initiative rolls. A pilot cannot be a wingleader unless he has this skill 6 Engineering Required to do Repairs at Dock 7 Taunting +1 to Taunt & +1 to Cool Rating 8 Navigation Required for hyperspace Jumps 9 Lucky Each level of luck allows the pilot to reroll any 1 Dieroll he makes during a battle. 10 Leadership +1 to Rally

QUIRK TABLE Quirks have a strong Roleplaying element. Players should have their pilots act out their quirks, moments of panic, and heroism in the spirit of the game. Sometimes pilots will develop personality quirks and particular flying styles. At every level increase on a roll of 1 on D6 a quirk will manifest itself. When roleplaying, pilots' quirks and personalities are much more complex and characters may develop multiple quirks to varying degrees. Characters quirks will change and evolve over time. Characters may roll under their cool rating om D10 to control their quirks. D100 QUIRK 1-5 Foolhardy: will charge large groups of enemies. Cool +3. Saves at -3 versus taunts.

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6-10 Creep up: will not fire weapons until within 3 hexes. Tactics +1 11-15 Focused: Will only attack 1 enemy at a time and will not change targets until that enemy is destroyed. Speed +1 16-20 Dutiful: Will never leave a comrade at the expense of the mission. Will be the last to leave a battle. Wingmen are Cool +1. 21-25 Uncontrollable: Will not stay in formation. Speed +1. 26-30 Over cautious: Will hang back and fire from a distance. Likes to cloak. Evasion +1. 31-35 Fixated: Will go for the mission goals at the expense of everything else. Evasion -1 Speed +1 Accuracy +1. 36-40 Safety in Numbers: -2 Cool when not in formation. +2 cool when in formation. Tactics+1. 41-45 By the Book: Will not do special maneuvers. Tactics +1 Leadership +1. 46-50 Sneaky: Will always try to get behind enemies and tail them. Accuracy +1 51-55 Hot Dogger: Will attempt special maneuvers whenever possible. Stunts +1 56-60 Trigger Finger: Will fire all missiles as soon as possible. 61-65 Dogfighter: Cool -2 if ganged up on. Evasion +1. 66-70 Intimidating: Taunt+1 Must be a veteran. 71-75 Superiority Complex: Taunt +1. Don't expect much backup. 76-80 Straight Runs: Accuracy +1 Cannot end a move with a turn. 81-85 Responsible: Will not do Special maneuvers. Wingmen are Cool +1. 86-90 Proximity sensitive: Will always attack the nearest opponent over other targets. 91-95 Speed Demon: Moves at full allowance when not in formation. Speed +1 96-100 Taciturn: Cool +1, Cannot Taunt.

PANIC TABLE Roll on the panic table when a pilot fails a cool roll. 1D10 Pilot Reaction 1- Revenge: The pilot must attack with all weapons if possible, one of the ships that attacked it. 2- Rout: The pilot turns around and flees off the map as quickly as possible for the rest of the game. 3- Freeze up: The pilot maintains same speed and course next turn and cannot do anything else. 4- Stop Everything: The pilot cannot move next turn. 5- Yikes!: Pilot must attempt a special maneuver next turn if an enemy is within 5 hexes. 6- Distracted: Pilot is -1 on all rolls next turn. 7- Systems Check: Pilot cannot attack next turn. 8- Keep your distance: Pilot will try to stay at least 3 hexes away from enemy craft. 9- Shaken: Pilot -1 on all cool rolls for rest of battle. 10- Help!: A nearby friendly ship will move to put itself between the panicked ship and its attackers next turn.

SPECIAL MANEUVERS Pilots with stunt skill add 1 to their rolls on the special maneuver success tables. Attack & defense maneuvers use the same table:

SPECIAL MANEUVER SUCCESS TABLE D10 1-2 3-4 5-7 8+

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RESULT Failed miserably. You may not attack this turn. Speed -2 next turn. Failed & Off Course. Accuracy -2. Failed, you Hesitated. You may attack normally. Maneuver Successful.

ATTACK MANEUVERS 1. Strafe- Accuracy +1. Must have moved a minimum of 3 hexes in a straight line. 2. Tail- Accuracy +2 vs enemy fighter you are directly behind within 1 Hex and facing their rear arc. 3. Dive- Fighter must have moved at maximum speed. Move forward 1 Hex. 4. Revolver- Weapons can fire out of any arc. Only if fighter has not moved this turn. 5. Careful Aim- Accuracy +1, Only if fighter has not moved this turn. 6. Loop- Perform this maneuver only if you have not yet moved this turn. Move backwards 3 or 4 Hexes.

DEFENSIVE MANEUVERS 1. Roll- Slide ship to the right or left on space. 2. Dodge- Evasion +1, Easy maneuver: +1 on Defensive maneuver success roll. 3. Brake- Evasion+2, Move backwards 1 or 2 Hexes 4. Hard Turn- Evasion +2. No attack this turn. Change facing 1 hex to the left or the right.

FORMATIONS A formation is a group of 2 or more fighters flying together with the same facing & within 1 hex of another formation member. The wingleader of a formation gets Tactics +1. There can be only 1 Wingleader. The wingmen get Detection +1. All fighters in the formation get Accuracy +1 and Maneuver -1.

SAMPLE FIGHTER DESCRIPTIONS: HUMAN DESIGNS #ENH 4 3 4 5

TYPE Interceptor Defense Fighter Light Fighter Scout Jump, Storage 6 Assult Fighter 5 Escort Fighter Armor, Shield 10 Gunship 2 Shields, 2 Missles, 10 Heavy Bomber 7 Fighter Bomber 3 Symbiote Fighter SAMPLE SCENARIOS: Skirmishes Roll 1D6 + The total number of Each side has this many levels D6 SIDE A 1 2 Fighter Bombers 2 3 Defense Fighters 3 4 Assault Fighters 4 3 Assault Fighters 5 2 Scouts 6 2 Interceptors

SYSTEMS Turbo Laser, Speed +1, Maneuver +2, Targeter +1 2 Rocket Launchers, Laser, Shield Laser, Speed +2, Maneuver +2 1 Laser, Scanners, Cloak, Streamlinning, 4 Lasers, Jump, Shield, 1 Missle 1 Particle Accelerator, 1 Ion Gun, Jump, Copilot, Chain Gun+Turret, Rail Gun, 2 Armor, Laser+Turret, Shield, 4 Nukes 4 Missles, 2 Lasers, Maneuver +1, Armor 2 Copilots, 2 Lasers fighters. worth of pilots. SIDE B 4 Interceptors 3 Light Fighters 2 Escort Fighters & 1 Gunship 5 Light Fighters 1 Heavy Bomber 2 Symbiote Fighters + 1D6 extra levels of pilots

GAME DESIGNERS NOTES Yes, I rewrote it again, but this version kicks butt!

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VIETNAM AIR FURY VARIANT Joe Nixon has created a Vietnam version of Space Fury: Check out the Vietnam Air Fury Link.

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SPACE INSURRECTION INTRODUCTION "The Universe is Mine! Mine! All Mine I tell you!" ----Lord Phallius, Space Tyrant----

PLAY ONLINE Click here to Play Online.

MAP Draw 10 Planets indicated by circles. Devise names for all the planets. Make each circle large enough to hold a dozen or more chits. The terms: Planet, World, and System are interchangeable.

SETUP Each player starts with a base on one loyal world and 7 random Unit chits in his reserve pile. All other worlds are neutral.

VICTORY All Worlds loyal to your side at the end of the turn, or Elimination of all of your opponents units from the board.

UNITS

TYPE ACTIONS

Assassin EP Kill (Public Personality)-3 Security PP Kill (Espionage Personality)-3; Deploy Personality-3 Star Cruiser M Transport Troops; Attack Cruiser-3; Blockade; Bombardment-3 Troops M Attack (Troops, Rebels, Installation)-4; Control World-3; Subdue Uprising-4 Diplomat PP Incite uprising-3; Control World-3; Deploy Personality-4 Agent EP Surveillance, Spy-4; Deploy (Personality, Rebels)-3 Sabateur EP Sabotage (Military unit)-3; Sabotage (Installation)-4 Governor PP Recruit-5; Deploy (Personality, Troops)-5; Subdue Uprising-3 Rebel Leader EP Deploy (Rebels)-5; Incite uprising-4 Rebels M Attack (Troops or Installation)-3, Incite uprising-3; Deploy Rebels-4 Base MI Deploy (Troops, Star Cruiser, Installation)-5 Force Field MI Planet Immune to Bombardment Ion Gun MI Attack Star Cruiser-3 Loyal World --Recruit-5; Deploy Base-4; Deploy Personality-4; Repair-2 Worlds are part of the Map. TYPES: PP = Public Personality Unit; EP= Espionage Personality; M = Military Unit; MI = Military Installation

TURN SEQUENCE 1-Recruit Phase 2-Blockade Phase 3-Surveillance Phase

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4-Movement Phase 5-Action Phase

COUNTERS Each player needs a set of 10 "Loyal World" counters of a color unique to that player. Each player needs a set of 30 blank "Identification" counters of a color unique to that player. Identify your units by placing your Identintification counters under them.

RECRUIT PILE Chit Mix: Make 10 of each unit type. Force Fields & Ion guns only 5 each. Include 1 or 2 each of each of the special chits. When making chits write the name of the unit and an identification number #1-10.

RECRUIT PHASE Draw 1 chit from the recruit pile per successful recruit attempt by Loyal Planet and Governor (on a loyal planet) you control. Only 1 governor per planet gets this benefit. If the planet is blockaded by enemy Star Cruisers the ability of Loyal Planets and Governors becomes Recruit-3. Worlds disrupted by bombardment cannot recruit. Governors on worlds disrupted by bombardment cannot recruit. Recruited chits go into your reserve pile. Neutral worlds and worlds with uprisings do not recruit chits. You can have a maximum of 7 chits in your reserve before you must discard back to the recruit pile.

BLOCKADE PHASE Star cruisers may declare they are blockading the world they currently orbit.

SURVEILLANCE PHASE Non-wounded Agents have two different actions they may take: 1. Observe-2 an opponents reserve pile. Observe-2 means that the observation succeedes on a roll of 1-2 on D6. 2. Observe-2 an enemy unit. If successful, The controlling player must declare that units' movement orders immediately. The agent gets observe-4 if he is in the same system as the unit.

MOVEMENT PHASE All players write down movement orders for all of their units. A unit can move to any world on the map from any other world. Blockading Cruisers may not move. Players reveal their orders. Example Order: Move Agent#3 to Cassiopia. Players move their units. All movement is considered simultaneous. Rebels, Ion Cannons, Shields, and Bases do not move (Rebel Leaders may move). Troops can only move if a Star cruiser transports them. Example Order: Move Star cruiser #1 and Troops#2 to planet Jungla. Units not given written orders do not move. Smugglers rule: Every enemy personality trying to get on or off a blockaded world must roll D6: On a roll of 1-2 they are destroyed. Disrupted & wounded units may move.

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ACTION PHASE Wounded Personalities can take no other action except heal Disrupted units, installations, and worlds can take no other action except repair. Conduct all the actions on one planet before moving to the next. Go in Alphabetical order by planet. Players with units on the World take turns. In a turn, one unit takes one action. The Player with more units in the System goes first. Blockading Cruisers may not do any further actions. Worlds disrupted by bombardment cannot deploy. Units on worlds disrupted by bombardment cannot deploy. Governors may only deploy on loyal Worlds. A unit may only attempt to control a world if no enemy troops are present. An agent that acted in surveillance phase may not act in this phase. Wounded/disrupted units that are wounded/disrupted again are eliminated.

DETERMINING ACTION SUCCESS All actions are written in the form: Action-X For example: Sabotage-3 This means the sabotage action is successful on a roll of 1-3 on D6. Sabotage-4 means the sabotage action is successful on a roll of 1-4 on D6

EXPLANATIONS OF UNIT ACTIONS Actions can only be taken against units in the same system. A unit may only undertake one of the following actions if the action is listed in the units description.

ACTION

SUCCESS

Deploy Put target chit from your reserve pile into same system Attack Roll D6: on 1-4 Target Destroyed; on 5-6 Target Disrupted Kill Roll D6: on 1-3 Target Killed; on 4-6 Target Wounded Sabotage Roll D6: on 1-2 Target Destroyed; on 3-6 Target Disrupted Bombardment Target Military Units/Installations; Roll D6: 1 = Destroyed; 2-6 = Disrupted Bombardment Target a Worlds Industry. The World becomes Disrupted. Heal Remove Wounded result from personality. All personalities have Heal-3 Repair Remove Disrupted result from unit. All nonpersonality units have Repair-3 Control World World (not in Uprising) becomes loyal to your side. Incite Uprising The world becomes Uncontrolled and Hostile to all players Indicate with an 'Uprising' marker. Subdue Uprising Remove 'Uprising' marker, World becomes loyal to your side. Spy All further actions this turn against target of espionage are at +1 to the success roll For example: Kill-3 becomes Kill-4; Only 1 such bonus allowed vs target.

INSTALLATIONS Only one of each type of Installation can be deployed on a world.

GAINING CONTROL OF WORLDS Only Diplomats & Troops can gain the loyalty of worlds. The world must first be rid of all enemy Troops & Installations.

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Once a world becomes loyal to you, put any rebels on it you control into your reserve. You cannot Deploy rebels onto a world you control.

OPTIONAL SAMPLE SPECIAL CHITS Betrayal- Play as an action. Gain control of target personality. Sabotage- Play as an action. Automatic success. Any Military target. Deploy Rebels- Play as an action. Automatic success. Any target planet. Careful Planning- Personality gets an extra Action this turn. Tactical Superiority- Military unit gets an extra Action this turn. Assassination- Play as an action. Automatic success. Any target Personality. Quick Recovery- Play as an action. Target unit healed or repaired. Deploy Personality- Play as an action. Automatic success. Any target planet. Incite Uprising- Play as an action. Automatic success. Any target planet. Subdue Uprising- Play as an action. Automatic success. Any target planet. Diplomacy- Play as an action. Automatic success. Any target neutral planet comes under your control.

GAME DESIGNERS NOTES Similar to Emporex but cleaner & more elegant. Its like getting to be both the rebels & the evil empire. Special thanks to Lorenzo Hernandez & Dan S. for pointing out several flaws in the rules (which have been "fixed")

COUNTERS & PLANET MAPS The following amazing sets were created by David Ashton: [email protected] David has also made counters and cards for Stratastar. To view the Planet Maps at David's site: Click here for Planets 1-5 Click here for Planets 6-10 Download Insurrection Counters

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SPACE PROGRAM

INTRODUCTION Card game for 2+ players. Each player represents a National Space Program. Players acquire technologies, perform Missions, and develop Space Industries.

VICTORY The player with the most Prestige Points (PP) at the end of the game wins. The game ends when players have gone through the deck twice.

TURNS Each turn represents a Decade.

THE DECK Players share a common deck. There are 8 card Types: D = Disasters (National calamities that setback space programs) L = Lift Capability (Escape Earth Orbit) N = Near Earth (Space Stations & Bases close to the Earth and Moon) M = Missions (Requiring only Lift Capability to pursue) Z = Zero-G Industries (Industries that can take place in Near Earth Space) S = Stellar Transport (Technologies used to travel to other Planets) P = Projects (Missions requiring Stellar Transport) I = Industry (Mining Operations requiring Stellar Transport)

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Each time you put a card into play, you gat a number of Prestige Points (PP) According to the type of card: Type: PP D 0 L 1 M 2 N 3 Z 4 S 5 P 6 I 7

CARD LIMITS D L M N Z S P I

= = = = = = = =

There is no limit to the number of Disasters you can get stuck with. Basic Technologies upon which all Space programs depend You cannot play more Mission cards in a turn than you have Lift cards You cannot have more Near Earth cards in play than you have Lift cards You cannot have more Zero-G cards in play than you have Near Earth cards You cannot have more Stellar cards in play than you have Near Earth cards You cannot have more Project cards in play than you have Stellar cards You cannot have more Industry cards in play than you have Stellar cards

TURN SEQUENCE Each turn has 4 Phases: Logistics Phase Implementation Phase Prestige Phase Maintenance Phase

LOGISTICS PHASE Take X cards from the top of the deck and place them face up on the table. X = 2 x Number of Players. The cards are called Bid cards at this stage. Going clockwise, Players take turns picking one Bid card and putting it into their hand. The player with the fewest PP picks first. (or random player if PP totals are tied) Continue until all cards are picked.

IMPLEMENTATION PHASE Each player may put up to 2 cards into play. If you were forced to take a Disaster card, you may not put any cards into play this turn. You cannot put into play more than one card of a single type. (For example: Only one Lift card not two) Cards you put into play are placed face up in front of you.

PRESTIGE PHASE Keep a running total of the PP value of all cards you have in play.

MAINTENANCE PHASE Max hand size is 5 cards. Discard excess cards.

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COMMON DECK CARD LIST Type L L L L M M M M M N N N N N Z Z Z Z Z S S S S S P P P P P I I I I I D D D D D

# 4 4 4 2 2 2 2 2 2 2 4 1 1 2 1 1 1 1 1 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Card Name Multi-Stage Rockets Space Shuttles Space Planes (Scramjets, etc.) Space Elevators Unmanned Deep Space Probes Space Telescope Atmospheric Penetrator Probes Orbital Probes Manned Space Expeditions LEO Station (Low Earth Orbit) GEO Station (Geosynchronous Orbit) L-4 Space City (Lagrange Point) L-5 Space City (Lagrange Point) Moon Base (Lunar Colony) Zero-G Manufacturing Zero-G Materials Research Giant Space Solar Panels Zero-G Pharmaceuticals Zero-G Tourism Mass Driver Sling Shot Effect Solar Sail Ramscoop Nuclear Powered Spacecraft Generation Ship Inner Planet Bases (Mercury, Venus) Alpha Centauri Probe Mars Terraforming Project Outer Planet Outposts (Uranus, Neptune, Pluto) Moon Mining Asteroid Belt Mining Jupiter Atmospheric Extractor Saturn Ring Mining Mars Mining Civil War War Overpopulation Economic Collapse Ecological Crisis

LINKS Ramscoop Mass Driver Solar Sail NASA Mars Lagrange Points SpaceColonies Space Plane Designs Space Elevator

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ACTION DECK SPACE SCOUT RULES ALTERNATE RULES FOR SPACE SCOUTS DECKS There are 3 decks: Mission Deck: Mission cards only Threat Deck: Threat cards only Action Deck: Aid & Mishap cards

SETUP Each player works up a ship & crew as normal. Draw 7 Mission cards. Place them face up on the table. For each mission draw 2 threat cards & place them face up on top of the mission. The Mission & Threat Decks are not used for the rest of the game. Start with no cards in your hand.

OBJECT The game is over when all 7 missions have been completed. The player with the highest Victory Total at the end wins the game. Missions in your Completion Pile are worth 2 VP. Threats in your Completion Pileare worth 1 VP.

DRAW PHASE Draw one card from the Action Deck.

ACTION PHASE You may decide whether to go on a mission or return to Starbase. If you return to Starbase you may replace one killed Crewmember or repair all Ship damage. If you go on a mission, target any one of the missions on the table. You must first overcome any Threat cards on the Mission, the topmost first. If your crew and ship have skills and systems that match those on the threat card, you overcome the threat successfully. Place threats you have overcome in a separate Completion pile. You may also play Aid cards to give your crew and ship extra skills. Your opponents may play Mishap cards to cause your crew and ship to lose skills. Aid and mishap cards effect only the current threat or mission. Discard Aid and mishap cards as soon as they have been played. If you do not have the required skills you fail the threat. The failed threat card remains on top of the mission If you fail the threat, roll once on the Threat Failure Result Table. If you have overcome the threat you may stop, or try the next threat. If you overcome all the threats you may try the mission. If you have the required skills, you complete the mission and get to keep the mission card. Keep your completed mission cards in your Completion pile. If you fail the mission roll on the Failure table. The failed mission remains in play. A player may attempt only one mission per turn.

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END PHASE Discard cards in excess of 10 cards from your hand. Scan cards may be played in this phase.

REDUCED DECKS Only make the action deck. For the Missions & Threats use the percentile tables Return to Space Scouts

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SPACE SCOUTS: NON-CARD VERSION INTRODUCTION Dice and Bookkeeping game. Explore the mysteries of outer space with your trusty ship and intrepid crew.

SETUP Six and 10 sided dice are required. Randomly determine and record the 6 systems on your ship. Randomly determine and record the skills of your 6 crew members. Your captain has 3 skills. You have two officers with 2 skills each, and 3 specialists with 1 skill each. When determining crew skills, you may roll on any of the 3 Skill determination Tables.

TURN SEQUENCE Players take turns. Each turn has 2 phases: 1. Mission Phase 2. Action Phase

OBJECT Be the first to complete 10 missions.

MISSION PHASE Roll once on the Mission Table.

ACTION PHASE You may decide whether to go on the mission or return to Starbase. If you return to Starbase you may replace any killed Crewmembers and repair any Ship damage If you decide to go on the mission, you must first encounter 1D6-3 threats. Roll on the threat table for each threat. The threats are resolved one at a time. The mission may be resolved after all threats are successfully overcome. For each threat/mission roll twice on the Aid table and twice on the Mishap table. Aid results increase your skills. Mishaps decrease your skills. If your crew and ship have skills and systems that match those of the threat/mission, you automatically overcome/complete it successfully. If you do not have the required skills you fail the threat/mission. If you fail, roll on the Encounter Failure Result Table. If you fail, your turn ends immediately. Keep tract of all successfully completed missions.

CREW MEMBER COMMAND SKILL DETERMINATION TABLE 1 1784

1D6 1 2 3 4 5 6

Skill Integrity Diplomacy Cunning Security Combat Pick

CREW MEMBER SCIENTIFIC SKILL DETERMINATION TABLE 2 1D6 1 2 3 4 5 6

Skill Physical Science Medical Biological Science Communications Psychology Pick

CREW MEMBER TECHNICAL SKILL DETERMINATION TABLE 3 1D6 1 2 3 4-5 6

Skill Engineering Computers Astrogation Roll on Ship systems table Pick

SHIP SYSTEMS DETERMINATION TABLE 1D6 1 2 3 4 5 6

System Ship Shields Ship Weapons Ship Speed Computers Astrogation Pick

ENCOUNTER FAILURE RESULT TABLE 1D6 1-2 3-4 5-6

Result Ship Damaged Mission Delayed Crewmember Killed

Effect The Ship loses 2 random systems Miss next Turn 1 Random Crewmember killed

MISSION TABLE 1D100 01-03 04-06 07-09 10-12 13-15 16-18 19-21 22-24 25-27

Name Deliver Vaccine Evacuate Colony Chart Star Cluster Nebula Gas Samples Strange New World Diplomatic Mission Prisoner Transfer Mediate Dispute Peace Talks

Skills Required Medical Speed X2 Astrogation X2 Physical Science Biology & Physical Science Diplomacy X2 Security X2 Diplomacy & Communications Diplomacy & Integrity

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28-30 31-33 34-36 37-39 40-42 43-45 46-48 49-51 52-54 55-57 58-60 61-63 64-66 67-69 70-72 73-75 76-78 79-81 82-84 85-87 88-90 91-93 94-96 97-00

Trade Negotiations Repair Satellite First Contact Rescue Mission Border Patrol Intercept Smugglers Monitor Primitives Distress Signal Salvage Space Hulk Reconnaissance Mission Escort Mission Assist Refugees Quarantine Plague Ship Bug Hunt Apprehend Criminal Espionage Mission Survey Mission Explore Dyson Sphere Investigate Alien Ruins Pursue Military Raiders Forbidden Planet Investigate Lost Ship Reestablish Contact Reroll

Diplomacy & Cunning Engineering Communication X2 Medical, Security, & Engineering Ship Shields & Weapons Security & Communications Communication & Psychology Communication & Speed Engineering Astrogation & Security Ship Speed & Weapons Medical & Psychology Medical & Weapons Combat & Biology Security & Cunning Cunning X2 Astrogation & Physical Science Ship Speed & Astrogation Communication & Engineering Ship Speed & Weapons Physical Science & Diplomacy Astrogation & Security Communication

THREAT TABLE Threat Name 1D100 Gravitic Anomaly X2 01 Supernova 02 Blackhole 03 Meteor Shower 04 Solar Flare 05 Worm Hole 06 Space Pirates 07 Ancient Defense System 08 Radiation Leak Computers 09 Dimensional Rift Physical Science 10 Paradox 11 Enigma 12 Time Loop 13 World Eater 14 Hostile Natives Security 15 Brain Parasites 16 Alien Mind Control 17 Terrorist Combat 18 Drak Battlecruiser 19 Psychological Experiment 20 Dream Manifestations 21 Alien Shapeshifter 22 Alien Predator 23 Penalcolony Descendants 24 Xeno Infestation 25 Alien Induced Madness 26 Alien Paradise 27 Alien Mind Trap 28 Alien Collector 29 Planetary Volcanism 30 Alien Slave Traders 31 Exotic Narcotic

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Skill Test Physical Science & Astrogation or Speed Shields & Speed Speed X2 or Astrogation X2 Shields & Weapons or Astrogation & Speed Shields X2 or Astrogation & Speed Speed X2 or Astrogation X2 Weapons & Shields or Security & Combat Computers & Communications or Shields X2 Engineering or Physical Sciences & Cunning & Astrogation or Cunning & Cunning & 1 random skill Cunning & Integrity Cunning Engineering & Physical Science Diplomacy & Communications or Combat & Security & Medical Psychology & Communications Psychology & Diplomacy or Security & Ship Shields X2 & Weapons X2 or Speed X2 Integrity and Psychology Psychology X2 Biology & Cunning Security X2 or Combat X2 or Biology X2 Cunning & Security Biology & Security or Medical & Security Psychology & Security Integrity & Psychology Integrity & Psychology Cunning & Psychology Physical Science Weapons X2 or Cunning & Combat Medical & Security

32 Computer Society 33 Love Interest 34 Court Martial Trial 35 Neutral Zone Trespass 36 Traitor 37 Tech Scavengers 38 Duel to the Death 39 Cookbook for Man 40 Terraforming Disaster 41 Alien Possession 42 Mad Scientist 43 The Edge of the Universe 44 Bored Gods X2 45 Hostage situation 46 Hedonist Society 47 Rogue Android 48 Deadly Computer Virus 49 Murder Trial 50 Stowaway 51 Space Gypsies 52 Rebel Saboteur 53 Assassin 54 Criminal Mastermind 55 Disturb Cosmic Entity 56 Accelerated Aging 57 Power Core Meltdown 58 Cyborg Menace 59 Fungal Spores 60 Nanotech Swarm 61 Naked Singularity 62 Event Horizon 63 Evil Duplicate 64 Brainwashing Machine 65 Religious Fanatics 66 Nemesis 67 Transhuman Veteran 68 Shipwreck Survivors 69 Hostage Situation Diplomacy 70 Abduction 71 De-evolution 72 Hologram 73 Teleportation Accident 74 Exponential Growth 75 Asteroid Field 76 Test of Honor 77-00 Reroll

Computers & Psychology Integrity Integrity X2 Communications & Diplomacy or Speed X2 Integrity & Psychology Combat & Communications Combat X2 or Cunning X2 Communications & Cunning Physical Science & Biology Psychology & Medical Cunning & Engineering Speed X2 Integrity X2 or Cunning X2 or Psychology Security X2 Integrity & Security Computer & Engineering Computer X2 Integrity & Cunning or Diplomacy X2 Security Cunning & Diplomacy Security & Engineering Security & Combat Security & Cunning Diplomacy X2 Medical X2 Engineering X2 Computers & Cunning Medical & Biology Computers & Engineering Physical Science & Astrogation Cunning & Astrogation Combat & Psychology Psychology & Engineering Diplomacy & Combat Cunning & Psychology Cunning & Combat Security & Medical Security & Psychology or Security & Communication & Security Biology X2 or Medical & Biology Computers Engineering & Medical Biology & Engineering Astrogation & Ship Shields Integrity & Combat

AID TABLE 1D100 01-03 04-06 07-09 10-12 13-15 16-18 19-21 22-24 25-27 28-30 31-33 34-36 37-39

Card Name Medikit Antidote Anti-Matter Torpedo Navigation Beacon Star Charts The Slingshot Effect Special Maneuver Frequency Modulation Reboot The Right Tool Convincing Bluff Brilliant Oration Outwit

Skill or Ability Medical Medical Ship Weapons Astrogation Astrogation Ship Speed Ship Speed Ship Shields Computer Engineering Diplomacy Diplomacy Cunning

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40-42 43-45 46-48 49-51 52-54 55-57 58-60 61-63 64-66 67-69 70-72 73-75 76-78 79-81 82-84 85-87 88-90 91-93 94-96 97-99 00

Logic Inspiration Linguistics Alien Warning Buoy Labkit Psychometrics Analysis Psych Profiles Poignant Revelation Continuous Wave Laser Surprise Attack Instincts Life Form Scan Codebreaker Red Alert Experimental Data Rules of Engagement Humanity Passive Scan Active Scan Time Travel Reroll

Cunning Cunning Communications Communications Biology Psychology Psychology Psychology Combat Combat Combat Security Security Security Physical Science Integrity Integrity Security Physical Science Cunning & Security

MISHAP TABLE 1D100 01-07 08-14 15-21 22-28 29-35 36-42 43-48 49-54 55-63 64-70 71-77 78-84 85-91 92-00 Return

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Card Name Gullibility Weapons are Useless Hesitate Computer Bug Give in to Temptation Lax Security Arrogance Malfunction Mathematical Error Unknown to Science Medical Error Xenophobia Alien Power Drain Reroll to Space Scouts

Skill Lost Cunning Ship Weapons Combat Computers Integrity Security Diplomacy Engineering Astrogation Physical Science Medical Communication Ship Shields

SPACE SCOUTS INTRODUCTION Card and Bookkeeping game. Explore the mysteries of outer space with your trusty ship and intrepid crew.

THE CARDS Players draw from a common deck that includes: Mission, Threat, Mishap, and Aid cards.

SETUP Randomly determine and record the 6 systems on your ship. Randomly determine and record the skills of your 6 crew members. Your captain has 3 skills. You have two officers with 2 skills each, and 3 crew with 1 skill each. When determining crew skills, you may roll on any of the 3 Skill determination Tables.

TURN SEQUENCE Players take turns. Each turn has 3 phases: 1. Draw Phase 2. Action Phase 3. End Phase

OBJECT Have the most mission and threat cards in your Completion Pile by the end of the game.

DRAW PHASE Draw one card from the deck. The game ends when a player goes to draw a card and there are none left.

ACTION PHASE You may decide whether to go on a mission or return to Starbase. If you return to Starbase you may replace any killed Crewmembers and repair any Ship damage. If you go on a mission, play a mission card onto the table face up. Your opponent may play a Threat card from his hand. If your crew and ship have skills and systems that match those on the threat card, you have overcome the threat successfully. Place threats you have overcome in a separate Completion pile. You may also play Aid cards to give your crew and ship extra skills. Your opponents may play Mishap cards to cause your crew and ship to lose skills. Aid and mishap cards effect only the current threat or mission. Discard Aid and mishap cards as soon as they have been played. If you do not have the required skills you fail the threat. If you fail the threat, discard the threat card and the mission card and roll once on the Threat Failure Result Table.

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Your opponents may keep playing threats until they run out or you fail one. You may play threats on yourself. If you overcome all the threats you may try the mission. If you have the required skills, you complete the mission and get to keep the mission card. Keep your completed mission cards in your Completion pile. If you fail the mission discard it. You do not have to roll on the failure table.

END PHASE Discard cards in excess of 10 cards from your hand. Scan cards may be played in this phase.

CREW MEMBER COMMAND SKILL DETERMINATION TABLE 1 1D6 1 2 3 4 5 6

Skill Integrity Diplomacy Cunning Security Combat Pick

CREW MEMBER SCIENTIFIC SKILL DETERMINATION TABLE 2 1D6 1 2 3 4 5 6

Skill Physical Science Medical Biology Communications Psychology Pick

CREW MEMBER TECHNICAL SKILL DETERMINATION TABLE 3 1D6 1 2 3 4-5 6

Skill Engineering Computers Astrogation Roll on Ship systems table Pick

SHIP SYSTEMS (SKILLS) DETERMINATION TABLE 1D6 1 2 3 4 5 6

System Ship Shields Ship Weapons Ship Speed Computers Astrogation Pick

RANDOM CREWMEMBER DETERMINATION TABLE 1790

1D6 1 2 3 4 5 6

Crewmember Captain Officer #1 Officer #2 Crew 1# Crew 2# Crew 3#

THREAT FAILURE RESULT TABLE 1D6 1-2 3-4 5-6

Result Ship Damaged Mission Delayed Crewmember Killed

Effect 2 random ship systems destroyed Miss next Turn 1 Random Crewmember killed (lost, disabled, converted)

MISSION CARD LIST Name Skills Required Deliver Vaccine Medical Evacuate Colony Speed X2 Chart Star Cluster Astrogation X2 Nebula Gas Samples Physical Science Strange New World Biology & Physical Science Diplomatic Mission Diplomacy X2 Prisoner Transfer Security X2 Mediate Dispute Diplomacy & Communications Peace Talks Diplomacy & Integrity Trade Negotiations Diplomacy & Cunning Repair Satellite Engineering First Contact Communication X2 Rescue Mission Medical, Security, & Engineering Border Patrol Ship Shields & Weapons Intercept Smugglers Security & Communications Monitor Primitives Communication & Psychology Distress Signal Communication & Speed Salvage Space Hulk Engineering Reconnaisance Mission Astrogation & Security Escort Mission Ship Speed & Weapons Assist Refugees Medical & Psychology Quarantine Plague Ship Medical & Weapons Bug Hunt Combat & Biology Apprehend Criminal Security & Cunning Espionage Mission Cunning X2 Survey Mission Astrogation & Physical Science Explore Dyson Sphere Ship Speed & Astrogation Investigate Alien Ruins Communication & Engineering Pursue Military Raiders Ship Speed & Weapons Forbidden Planet Physical Science & Diplomacy Investigate Lost Ship Astrogation & Security Reestablish Contact Communication

THREAT CARD LIST Threat Name Gravitic Anomaly Supernova Blackhole Meteor Shower Solar Flare Worm Hole Space Pirates Ancient Defense System

Skill Test Physical Science & Astrogation or Speed X2 Shields & Speed Speed X2 or Astrogation X2 Shields & Weapons or Astrogation & Speed Shields X2 or Astrogation & Speed Speed X2 or Astrogation X2 Weapons & Shields or Security & Combat Computers & Communications or Shields X2

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Radiation Leak Engineering or Physical Sciences & Computers Dimensional Rift Cunning & Astrogation or Cunning & Physical Science Paradox Cunning & 1 random skill Enigma Cunning & Integrity Time Loop Cunning World Eater Engineering & Physical Science Hostile Natives Diplomacy & Communications or Combat & Security Brain Parasites Security & Medical Alien Mind Control Psychology & Communications Terrorist Psychology & Diplomacy or Security & Combat Drak Battlecruiser Ship Shields X2 & Weapons X2 or Speed X2 Psychological Expermnt Integrity and Psychology Dream Manifestations Psychology X2 Alien Shapeshifter Biology & Cunning Alien Predator Security X2 or Combat X2 or Biology X2 Penalcolony Descendants Cunning & Security Xeno Infestation Biology & Security or Medical & Security Alien Induced Madness Psychology & Security Alien Paradise Integrity & Psychology Alien Mind Trap Integrity & Psychology Alien Collector Cunning & Psychology Planetary Volcanism Physical Science Alien Slave Traders Weapons X2 or Cunning & Combat Exotic Narcotic Medical & Security Computer Society Computers & Psychology Love Interest Integrity Court Martial Trial Integrity X2 Neutral Zone Trespass Communications & Diplomacy or Speed X2 Traitor Integrity & Psychology Tech Scavengers Combat & Communications Duel to the Death Combat X2 or Cunning X2 Cookbook for Man Communications & Cunning Terraforming Disaster Physical Science & Biology Alien Possession Psychology & Medical Mad Scientist Cunning & Engineering Edge of the Universe Speed X2 Bored Gods Integrity X2 or Cunning X2 or Psychology X2 Hostage situation Security X2 Hedonist Society Integrity & Security Rogue Android Computer & Engineering Deadly Computer Virus Computer X2 Murder Trial Integrity & Cunning or Diplomacy X2 Stowaway Security Space Gypsies Cunning & Diplomacy Rebel Saboteur Security & Engineering Assassin Security & Combat Criminal Mastermind Security & Cunning Disturb Cosmic Entity Diplomacy X2 Accelerated Aging Medical X2 Power Core Meltdown Engineering X2 Cyborg Menace Computers & Cunning Fungal Spores Medical & Biology Nanotech Swarm Computers & Engineering Naked Singularity Physical Science & Astrogation Event Horizon Cunning & Astrogation Evil Duplicate Combat & Psychology Brainwashing Machine Psychology & Engineering Religous Fanatics Diplomacy & Combat Nemesis Cunning & Psychology Transhuman Veteran Cunning & Combat Shipwreck Survivors Security & Medical Hostage Situation Security & Psychology or Security & Diplomacy Abduction Communication & Security De-evolution Biology X2 or Medical & Biology Hologram Computers Teleportation Accident Engineering & Medical

1792

Exponential Growth Asteroid Field Test of Honor

Biology & Engineering Astrogation & Ship Shields Integrity & Combat

AID CARDS Card Name Medikit Antidote Anti-Matter Torpedo Navigation Beacon Star Charts The Slingshot Effect Special Maneuver Frequency Modulation Reboot The Right Tool Convincing Bluff Brilliant Oration Outwit Logic Inspiration Linguistics Alien Warning Buoy Labkit Psychometrics Analysis Psych Profiles Poignant Revelation Continuous Wave Laser Surprise Attack Instincts Life Form Scan Codebreaker Red Alert Experimental Data Rules of Engagement Humanity Passive Scan Active Scan Time Travel

Skill or Ability gained: Medical Medical Ship Weapons Astrogation Astrogation Ship Speed Ship Speed Ship Shields Computer Engineering Diplomacy Diplomacy Cunning Cunning Cunning Communications Communications Biology Psychology Psychology Psychology Combat Combat Combat Security Security Security Physical Science Integrity Integrity Look at next 10 cards in deck Look at opponents hand Cunning & Security

MISHAP CARDS Card Name Gullibility Weapons are Useless Hesitate Computer Bug Give in to Temptation Lax Security Arrogance Malfunction Mathematical Error Unknown to Science Medical Error Xenophobia Alien Power Drain

Skill Lost: Cunning Ship Weapons Combat Computers Integrity Security Diplomacy Engineering Astrogation Physical Science Medical Communication Ship Shields

SOLO-PLAY RULES Only keep Aid cards in your hand. You must face missions and threats as you draw them.

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You may only go to Starbase in End phase after you have failed a mission. Mishap cards apply to the next drawn mission or threat, then discard the Mishap.

OPTIONAL RULE - EXPERIENCE After completing a mission roll 1D6. On a roll of 1-2 one random crewmember gains one random skill.

GAME DESIGNERS NOTES You may want to name and draw pictures of your ship & crew members before play starts.

ALTERNATE RULES FOR SPACE SCOUTS Click here. 7 set Missions with threats. An action deck with only Aid & Mishap cards.

NON-CARD VERSION OF SPACE SCOUTS Click here. Card lists are replaced with tables.

CARD SET AVAILABLE Thanks Zak for another great card set! Thoth Card Game Engine

1794

SPACE STATION ALPHA

INTRODUCTION Bidding & Placement Game. Each player represents a space agency: NASA, European Union, Russia, Japan, etc. Players are working together to build the ISS (International Space Station). Players add Modules and score points.

OBJECTIVE The game ends at the end of the turn when all 60 modules have been placed. The player with the most victory points at the end of the game wins.

THE BOARD Use a Chessboard. The center 4 spaces of the board represent the Core Command & Control Module. The Core Module is a self supporting active vehicle with the following capabilities: Propulsive control, Piloting station, Main Engine, Gyrostabilizers, Fuel storage, Assembly area, Operational quarters, Multiple module docking ports, Life support Monitoring systems, Environmental controls (Energy, Electrical, Temperature, Atmosphere)

PLAYER MARKERS Each player has a set of 40 blank counters (markers) of a unique color

MODULE COUNTERS Players share a Build pile (cup) of 60 cardboard counters representing Space Station Modules. The Build pile contains 4 of each of the 15 types of modules in the list.

THE EVENT DECK Players share a common deck.

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SETUP Each player starts with a hand of 6 randomly dealt cards.

TURN SEQUENCE Each turn is divided into 5 phases: Planning Phase Bidding Phase Deployment Phase Scoring Phase Event Phase

PLANING PHASE Take X random Module counters out of the pile and place them to the side of the board face up. X = number of players. If there are modules remaining from previous turns, only enough New Modules are drawn to have X Modules up for bidding.

BIDDING PHASE Players bid on the Module counters using Funding Cards from the event deck. Bids are made secretly, and then simultaneously revealed. Note the funding cards have different values. In case of ties, players cut the deck, the highest funding value revealed wins. If you lose a bid put your funding card(s) for that bid back in your hand. If a Module receives no bids, it remains to be bid on next turn. The winner of a Bid (highest bid) gets to deploy that module next phase.

DEPLOYMENT PHASE Place the modules you won last phase into play (0, 1 or more modules). A module can be placed on any space on the board adjacent to another module (or Core). Place a marker (of your color) next to the module to show your ownership of the module. Maximum of one Module per space. The player who bid the most Funding last turn deploys first, followed by the next most, and so on.

SCORING PHASE Gain one VP (Victory Point) for every Module you place. If you place 4 or more of your own modules in a row (orthogonal or diagonal), gain 3 VP. Gain 1 additional VP for each of your Modules in a row in excess of 4 modules. Play event cards that allow for additional special scoring. Owners of Truss Exterior Frameworks gain 1 VP every time a module is built (O or D) adjacent to it. Owners of External Stowage Platforms gain 1 VP every time a problem is played.

EVENT PHASE Each player draws 3 cards from the Event Deck. Max hand size = 10 cards. Discard excess cards. If the deck runs out, shuffle the discard and draw from it.

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END OF GAME SCORING Earn extra The player The player The player The player

VP at the end with the most with the most with the most with the most

of the game: modules a single type gets 1 VP (check for all 15 types) Research modules gets 5 VP. Service modules gets 5 VP. Modules gets 3 VP.

MODULE COUNTER LIST Module: Multi-Purpose Logistics External Stowage Platform Living Quarters Truss Exterior Framework Unity Node Photovoltaic Module Air Lock Remote Manipulator System Docking Platform Communications Astrophysics Bioastronautics Engineering Sciences Earth Observation SPACEHAB S = Service Module R = Research Module

Type S S S S S S S S S R R R

Notes S Reusable Cargo Module; Carried by Shuttle Trash, Food, Water, Oxygen, Fuel, Equipment Crew Compartments, Galley, Hygiene, Exercise Structural Component Pressurized Mating Adaptor, Control Moment Gyros Solar Panel Array plus Batteries, Radiators EVA Capability Cargo Crane plus Robotics, Moveable Truss Universal, Emergency Crew Return Vehicle Radio Antennae, Computers, Telemetry Observatory, Spectrophotometers, Radio Telescopes Biochemistry, Hydroponics, Medical Monitoring Materials Technology, Electronics, Physical

R R

Meteorological, Oceanographic Research Habitable Experimental System Rack Storage

EVENT DECK CARD LIST Card Name: # Funding 10 7 Funding 20 7 Funding 30 7 Funding 40 7 Funding 50 7 Collision 1 pile Air Leak 1 Power Loss 1 Major Malfunction 1 VP Attitude Control Adjustment 2 Space Flight Experiments 3 New Drug Synthesized 1 New Manufacturing Techniques 1 New Astronomical Data 1 New Meteorological Data VP Crew Rotation 2 Maintenance Space Walk 2 Supply Shipment 3 Telecommunications 3 Reposition Element 2 Reroute Power 2 Commander 1 Flight Engineer 1 Science Officer 1 Political Turmoil 1 # = Number of copies of card in deck

Notes Used for Used for Used for Used for Used for Problem:

Bidding Bidding Bidding Bidding Bidding Put target Module back into the Build

Problem: No one may bid or build this turn Problem: No one may bid or build this turn Problem: Each Docking Platform earns its owner 6 Each Each Each Each Each 2

Unity Node earns its owner 3 VP SPACEHAB earns its owner 2 VP Bioastronautics earns its owner 6 VP Engineering earns its owner 6 VP Astrophysics earns its owner 6 VP Each Earth Observation earns its owner 3

Each Living Quarters earns its owner 3 VP Each Air Lock earns its owner 3 VP Each Multi-Purpose Logistics earns its owner 2 VP Each Communications earns its owner 2 VP Each Remote Manipulator earns its owner 3 VP Each Photovoltaic earns its owner 3 VP Play during Crew Rotation to earn 2 VP Play during Crew Rotation to earn 2 VP Play during Crew Rotation to earn 2 VP Players draw no cards or Modules this turn

1797

LINKS ISS MIR

1798

SPACEHOLE INTRODUCTION Solo Dice & Card game. The player must defend and build up his Space colony.

SPACE JUNK Six sided dice are needed. Tokens to indicate damage and power are needed. Pen & paper to record Megacredit totals are needed.

THE DECK The deck has 4 types of cards mixed in: Events, Invaders, Defenders, and Structures.

BASE You start with your base card in play. The Base has the following attributes: It can take 10 hits of Damage before being destroyed. It has a built in laser turret: It attacks with one die every battle turn. It generates 5 power points every turn. A Base allows you to have two defenders.

SETUP You start with your base, zero Megacredits, and no cards.

END OF GAME The game ends at the end of the turn when the last card has been drawn from the deck. If your base is ever destroyed the game ends immediately and you lose with a score = 0.

SCORING Your score is equal to your Megacredit total at the end of the game.

TURN SEQUENCE Each turn has 5 Phases: 1. Space Karma Phase 2. Event Phase 3. Build Phase 4. Power Phase 5. Income Phase

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SPACE KARMA PHASE Draw 1 card. If it is an Invasion or Event card it is resolved in Event Phase. Otherwise, keep it in your hand. Max hand size is 5 cards. Discard excess cards.

EVENT PHASE An Invasion or Event card drawn last phase is resolved now. For Event cards just follow the instructions on the card. Discard the Event card after it is resolved. For Invasion cards are resolved through Battle Rounds. In a Battle Round the Invader attacks, and your Defenders & Laser Turrets attack once each. Roll 1D6 for every level of Force an Invader or Defender has. A roll of 1 will do one point of damage to the opposing side. Use counters placed on the cards to record damage. Each damage counter so placed reduces the cards Force by one point. An Invader or Defender card reduced to 0 Force is destroyed. Destroyed cards are discarded. When the invaders inflict damage a random defender card will be hit first. If there are no defender cards, Force domes will be attacked next. Force Domes can take 3 Hits before being destroyed. If all force domes are destroyed, Laser Turrets (Force = 1) are next. If all Laser Turrets are destroyed, then the Base card will be attacked next. The Base card can take 5 hits and it has a built in Laser turret that can make a one die attack every round.

BUILD PHASE You may play one Structure card or one Defender card from your hand. The played card is placed face-up on the table in front of you. Note: You cannot have more Defender cards than your structure cards allow. Excess are discarded. You cannot play a structure if you can’t provide it a power token this turn in power phase. If you did not play a card you may remove all the damage tokens on one of your cards.

POWER PHASE Your Base and Solar Array cards generate power points. Other Structure cards use up Power Points. Some structures also need the presence of other structures to be maintained. For example: Each Colony requires one power point plus the food output of one Agrodome. Note: One Agrodome could not support 2 Colonies. Place a Power Token on every structure that is able to meet all of its upkeep demands.

INCOME PHASE Some structures generate income. If such a structure has a power token on it then it is able to generate all of its income this turn. Otherwise it generates no income. Record all income generated from all structures. At the end of this phase discard all Power tokens.

STRUCTURE CARD LIST 1800

Card Name: # $ P D Notes: Base 1 0 0 2 Generates 5 power/turn Solar Array 7 0 0 0 Generates 5 power/turn Agrodome 6 1 1 0 Supports Colony Colony 4 3 1 1 Requires 1 Agrodome Mine 8 1 1 0 Supports Refinery Refinery 4 2 1 0 Requires 2 Mines Factory 1 3 1 0 Requires 2 Refineries Starport 1 5 2 1 Requires 2 Colonies Research Labs 2 1 1 0 Stargate 1 7 3 1 Requires 1 Lab Command Center 1 0 1 1 Hand Size +2 Laser Turret 4 0 1 0 Force = 1 Force Dome 2 0 1 0 3 Hits # = Number of that card in the deck $ = Number of Megacredits generated each turn P = Amount of Power used up per turn D = Number of Additional Defender cards that may be in play.

DEFENDER CARD LIST Card Name: Space Rangers Astro Guard Space Marines Space Navy Battle Station Space Knights Star Fighters Space Hero Star Force Space Patrol Space Scouts Space Troopers Alien Artifact

Force 2 2 3 4 4 3 3 5 3 2 2 3 5

Notes: Discard at end of turn to look at next 1D6 cards in deck

Can only take 1 Hit Discard at end of turn to look at next 1D6 cards in deck Play & use only if you have a Lab

INVADER CARD LIST Card Name: Alien Predators Imperial Stormtroopers Berserker Robots Alien Invaders Corporate Mercenaries Cyborg Collective Little Green Men Alien Brainsuckers Mutant Space Zombies Cylon Raiders Space Pirates The Warstar Alien Parasites Dalek Exterminators Space Monster Romulan Warbirds Vampiric Space Beavers Starmada Time Warp Fugitives World Eater

Force 3 4 6 3 3 6 4 5 3 4 3 6 4 5 5 4 3 6 3 7

EVENT CARDS LIST 1801

Card Name: Notes: Solar Flare Randomly distribute 2 points of damage to your defenders Reinforcements Take 1 defender from your discard & put it in your hand Lost in Space Discard 1 random Defender Supernova Discard your hand Lab Explosion Discard 1 Lab Core Instabilities Discard 1 Mine Terraform All Agrodomes income +2 for rest of game Black Hole Discard 1 random Defender Emergency Repairs Discard all Damage counters Seismic Events Generate no income this turn Intergalactic War Discard 1 random Defender Sabotage Discard one random structure* Dilithium Crystals Gain 10 Megacredits per Mine Space Traders Gain 3 Megacredits per Structure Planet Bombs Discard one random structure* Meteor Swarm Discard one random structure* Space Virus Discard 1 Defender or Colony Discovery Gain 50 Megacredits if you have a Lab Merchant from Venus Gain 20 Megacredits per Colony Cosmic Con Artist Lose half of your Megacredits Interstellar Tax Men Lose 2 Megacredits per Structure Repairs Take 1 structure from your discard & put it in your hand * If Base is hit, it takes 1 Damage counter.

CARDSET AVAILABLE at the Space Hole Support Page Thanks Zak!

BABYLON 5 VARIANT By C. Gerard Luft Babylon 5 for spacehole. Uses the same rules as spacehole, only the names of some cards have changed. The player tries to operate b5 while defending against invaders.

B5 STRUCTURE CARD LIST Card Name: Hull Fusion reactor Garden Living quarters Loading bay Factory Landing bay Research lab Hyperspace jumpgate Command and control Ppg turret Hull armor

# 1 7 6 4 8 1 1 2 1 1 4 2

$ 0 0 1 3 1 3 5 1 7 0 0 0

P 0 0 1 1 1 1 2 1 3 1 1 1

D 2 0 0 1 0 0 1 0 1 1 0 0

Notes: Generates 5 power/turn Generates 5 power/turn supports b5 requires 1 garden supports refinery requires 2 refineries requires 2 living quarters

Force 2 2 3 4 4

Notes: Discard to look at 1d6 cards in deck

requires 1 lab +2 hand size Force = 1 3 Hits

DEFENDER LIST Card Name: Ranger Observers Security Marines Jeffrey Sinclair Michael Garibaldi

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Ranger Commander Security Chief

Ranger Strike Team Star Fury Fighters Co Capt John Sheridan Susan Ivanova Ranger Marcus Cole White Star Alien Artifact

3 3 5 2 2 3 5

can only take 1 hit xo lt cmd discard to see 1d6 cards only if lab present

INVADERS LIST Card Name: Centauri agents Minbari colonial fleet Minbari expeditionary fleet Minbari agents Narn agents Narn expeditionary fleet Psi corp telepathic military Narn battle fleet Secret police Narn colonial fleet Drazi sunhawk Vorlon cruiser Centauri colonial fleet Centauri battle fleet Minbari battle fleet Space pirates Night watch Centauri expeditionary fleet Rouge soul hunter Shadow ship

Force 3 4 6 3 3 6 4 5 3 4 3 6 5 5 4 3 6 3 7

4

EVENT LIST same as in spacehole.

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SPECTRUM INTRODUCTION Gin Rummy variant with novel deck. Poker variants are possible of course.

THE DECK 52 cards: 7 Red 7 Orange 7 Yellow 7 Green 7 Blue 7 Indigo 7 Violet 1 Infra-Red 1 Ultra-Violet 1 Prism

Notes

Wild card for Red, Orange, or Yellow Wild card for Blue, Indigo, or Violet Wild card for any color

COLOR ORDER A prism divides white light into a rainbow that has the colors in the following order: ROYGBIV.

PLAY The most colorful player goes first. Players start with 7 random cards. Players take turns drawing one card from the deck or discard and then discarding one card face up. The first player to get a combo wins.

COMBOS 3 of a kind & 4 of a kind. “A kind” = all of one color (all red, all green, etc) or colors in order (ROY or GBI or OYGB, etc) 7 of a kind (all blue, all yellow, etc) or 7 in a Row (ROYGBIV)

1804

SPEED RACER

INTRODUCTION Go Speed Racer! Go! Pick your Driver, Car, Modifications, and go!

DISCLAIMER Speed Racer is a licensed, copyrighted, trademarked property. This is merely a fan site.

VICTORY It takes 50 Speed Points to cross the Finish line. Determine 1st, 2nd, and 3rd place.

THE DECKS There are 5 Decks: The Driver Deck The Car Deck The Equipment Deck The Action Deck The Episode Deck

THE ACTION DECK The Action Deck has 4 types of cards: Foe Cards Obstacle Cards Villain Cards Aid Cards

SETUP Each player Draws 1 Driver, 1 Car, and 3 pieces of Equipment. Place these cards face up in front of you. Each player starts with a hand of 5 Action cards.

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Players roll high on 1D6 to see who goes first. Draw 1 card from the Episode deck to see who the Villain is this game.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Draw Phase Threat Phase Speed Phase

DRAW PHASE Draw 2 cards from the Action Deck. Max hand size is 7 cards. Discard excess cards.

THREAT PHASE You may play a Villain card on yourself or any opponent may play one Villain, Foe, or Obstacle card on you. These are collectively referred to as ‘Threat’ cards. Each Threat card has a Threat Level. Roll 1D6 and add the Threat Level of the Threat card to get the Total Threat Value. The Threat has one of several Descriptors: Fight, Jump, Turn, etc. Roll 1D6 and add any bonuses you have from your Driver, Car, or Equipment in the Indicated Descriptor. This is the Total Skill Value. You may also play Aid cards of the appropriate type for additional bonuses. If the Total Skill Value is equal to or greater than the Total Threat Value, you Overcome the Threat. If not, you fail the Threat. Threat and Aid cards are discarded.

SPEED PHASE If you overcame the threat from Threat phase roll 1D6 and add any Speed bonuses you have. Add this value to your running Speed Point Total. If you failed the Threat, you get no Speed points. If you were not challenged by a Threat you may roll with an extra bonus of +2.

THE VILLAIN Every time a Villain card is played, you have to face the Threat described on the Episode card. The third time a Villain card is overcome means the Villain is finally, totally defeated, andNo one can play any more villain cards. The player that defeated the Villain for the third time gains 1D6 Speed points.

RACE CAR DECK CARD LIST Card Name Mach 5 Mach 5 Formula One Mock Mach 5 Shooting Star Black Tiger Car 13 Car 001 Melange X-3 Supersonic Car

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Notes Jump & Speed +1 Speed +2 Jump & Speed & Turn +1 Speed +1 (Spiffy Black & Yellow) Turn +1 (Number 4) Jump +1 (Yellow) Repair +1 (Red) Speed +1 (Sporty Black Coupe) Speed +3 & Turn –1

DRIVER DECK CARD LIST Card Name Speed Racer X Kim Jugger Janine Trotter Twinkle Banks Rock Force

Notes Speed +1 & Fight +1 All Threats +1 (Rex Racer) Speed +1 (Competitive Racer) Turn +1 (Aspiring Racer) Jump +1 & Turn +1 (Girl Daredevil) Speed +1 & Turn +1 (One Armed Racer)

EQUIPMENT DECK CARD LIST Card Name Powerful Auto Jacks Super Grip Tires Auxiliary Motors Rotary Saws Safety Cockpit Super Headlights Submersible Homing Robot Special Brakes GRX Engine Retractable Wings Jet Engines Oil Slick Mizmo Raygun Super Charged

Notes Jump +1 Turn +1 Turn +1 Rough Terrain +3 Repairs +3 Darkness +3 Water +3 Hand Size +1 Turn +1 Speed +1 Jump +1 Speed +1 Fight +1 Fight +1 Speed +1

EPISODE DECK CARD LIST Card Name Monster Car Mammoth Car International Assassins Race Rudolph Elegantor Ace Deucey Mr. Cumulus Tongue Blaggard Kadar Jack Rival

Notes Jump +2 (Laser Tank created by the Mad Dr McFife) Speed +4 (Cruncher Block: Crime Lord) Fight +2 (Professor Anarchy: Evil Mastermind) Jump +2 (Notorious Aristocratic Mastermind) Fight +2 (Mercenary) Navigate (Maniacal Villain with Atomic Bomb) Fight +2 (Unscrupulous Crime Boss) Turn +2 (Greedy Villain) Fight +2 (Unethical CEO of the Rival Motor Company)

ACTION DECK CARD LIST: AID CARDS Card Name V-Gas Drug Go Speed Racer! Go! Driving Skill Elude Danger Quick Reflexes Martial Arts Calculate Speeds Navigation Whiz Natural Talents Fearless Expert Marksman Smoke Bombs Overtake the Pack Short Cut Sparky Pops

Notes Speed +2 Speed +2 Turn +2 Turn +2 Turn +2 Fight +2 Navigate +4 Navigate +4 Turn +1 or Jump +1 Jump +2 Fight +2 Fight +2 Speed +2 Speed +2 Repair +2 Repair +2

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Chim Chim Spritle Pit Stop Trixie Inspector Detector

Fight +2 Fight +2 Repair +2 Navigate or Fight +2 +2 vs Villain

ACTION DECK CARD LIST: FOE & OBSTACLE CARDS Card Name Villain Cards Motorcycle Bandits Skull Duggery Axle Spikes Zoomer Slick Henchmen Alpha Team Assassins Grudge Match Zero Visibility Spin out Thugs Dirty Tricks Gunman Falling Rocks Log Trap Night Chasm Bridge Out Canyon River Maze Jungle Blizzard Underground Base Avalanche Lava Flow Rubble Ramp Pile of Flaming Wrecks Mud Slide Foliage Sabotage Mechanical Failure Engine Problems Flat Tire Quicksand Remote Control Car Road Block Flooding Icy Road Signposts Altered Detour

LINKS Speed Racer Shrine Sparky’s

1808

Notes 7 in Deck Fight Fight (Enemy Driver) Speed Speed (Enemy Driver) Fight Turn (Enemy Drivers) Fight Speed Darkness Turn Fight Turn or Fight Fight Turn Speed Darkness Jump Jump or Water Jump or Navigate Water Navigate Rough Terrain or Navigate Darkness or Navigate Fight Turn Speed Jump Jump Jump Turn Rough Terrain Repair Repair Repair Repair Jump or Turn Fight Rough Terrain Water Turn Navigate Navigate

SPELLJAMMER SKIRMISH INTRODUCTION Board & card game for 2 players. Takes place in the Spell Jammer Universe. Pick your Fleet: Humans, Neogi, Elves, Beholders... Abstract skirmish level Ship combat. Each figure represents a single Ship (unit).

DISCLAIMER ‘Spell Jammer’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY You win if you Destroy the opposing Flagship.

THE MAP Use an 8x8 chessboard.

THE SHIPS Use chits or miniatures to represent Ships.

FLEET TABLE NOTATION # = Number of that type of Ship you start the game with. Hits = Number of Hits that type of Ship has.

SCRO FLEET TABLE # Type Hits Class 1 Battlewagon 3 Flagship 2 Mantis 2 5 Scorpion 1 Notes: Ship Effect Card: Catapults & Bombards (Attack range = 4) for Battlewagon Ship Effect Card: Grappling Rams (Attack range = 2) for Mantis Ship Effect Card: Ram Claws (Attack range = 1) for Scorpion Race Effect Card: Orc Marines (Attack range = 1) for all Ships. Fleet Effect Card: Metal Plates (Defense) for all Ships.

MIND FLAYERS FLEET TABLE # 1 2 5 Notes:

Type Dreadnaught Octopus Nautiloid

Hits 3 2 1

Class Flagship

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Ship Effect Card: Mind Flayers!!! (Attack range = 1) for all Ships Race Effect Card: Illithid Magic (Attack range = K) for all Ships. Fleet Effect Card: Pool Helm (Move range = K) for all Ships

NEOGI FLEET TABLE # Type Hits Class 1 Black Widow 3 Flagship 2 Deathspider 2 5 Mindspider 1 Notes: Ship Effect Card: Grappling Rams (Attack range = 2) for all Ships. Race Effect Card: Umber Hulks (Attack range = 1) for all Ships. Fleet Effect Card: Urchin Swarm (Attack range = K) for all Ships.

BEHOLDER FLEET TABLE # Type Hits Class 1 Tyrant Ship 3 Flagship 2 Tyrant Ramship 2 5 Tyrant Scout Ship 1 Notes: Ship Effect Card: Beholder Circuit (Attack range = 4) for Flagship. Ship Effect Card: Ram (Attack range = 1) for Ramship. Ship Effect Card: Magic Missiles (Attack range = 2) for Scouts. Race Effect Card: Magical Eye Beams (Attack range = 3) for all Ships. Fleet Effect Card: Orbus (Move range = K) for all Ships.

ELVEN FLEET TABLE # Type Hits Class 1 Armada 3 Flagship 2 Monarch 2 4 Man-o-War 1 1 Radiant Ship 1 Notes: Ship Effect Card: Flitter Swarm (Attack range = K) for Armada & Monarch. Ship Effect Card: Maneuverable (Move range = K) for Man-o-War. Ship Effect Card: Blind (Attack range = 2) for Radiant Ship. Race Effect Card: Elven Magic (Attack range = 5) for all Ships. Fleet Effect Card: Living Hull (Defense) for all Ships. Fleet Effect Card: Flitter Swarm (Attack range = K) for Armada & Monarch.

WA FLEET TABLE # Type Hits Class 1 Tsunami 5 Flagship 7 Locust Swarms 1 Notes: Ship Effect Card: Huge Size (Defense) for Tsunami. Ship Effect Card: Rudder of Propulsion (Move range = K) for Locusts. Race Effect Card: Samurai (Attack range = 1) for all Ships. Fleet Effect Card: Ki Power (Move range = 3) for all Ships.

SHOU LUNG FLEET TABLE # 1 2 5

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Type Dragon Ship Flaming Dragons Junks

Hits 3 2 1

Class Flagship

Notes: Ship Effect Card: Fire Cannons (Attack range = 2) for all Ships Race Effect Card: Extra Warriors (Attack range = 1) for all Ships. Fleet Effect Card: Rockets (Attack range = 4) for all Ships.

GOBLIN FLEET TABLE # Type Hits Class 1 Triop 3 Flagship 2 Porcupine Ships 2 5 Blades 1 Notes: Ship Effect Card: Lateral Fins (Move range = 4) for Triop. Ship Effect Card: Ram Mines (Attack range = 1) for Porcupine Ship. Ship Effect Card: Kamikaze Ram (Attack range = 1) for Blade. Race Effect Card: Lots of Ballistae (Attack range = 3) for all Ships. Fleet Effect Card: Expendable Goblin Horde (Defense) for all Ships.

VODONI FLEET TABLE # Type Hits Class 1 Vodoni Diamond 3 Flagship 2 Hunter Killer 2 5 Nightwolf 1 Notes: Ship Effect Card: Spire Ram (Attack range = 1) for Diamond. Ship Effect Card: Attack Ship (Attack range = 1) for Hunter Killer. Ship Effect Card: Spy ship (Move range = K) for Nightwolf. Race Effect Card: Were Wolves (Attack range = 1) for all Ships. Fleet Effect Card: Lycanthropes (Defense) for all Ships.

DWARF FLEET TABLE # Type Hits Class 1 Citadel 6 Flagship 2 Stoneship 3 Notes: Ship Effect Card: Blunt Ram (Attack range = 1) for all Ships. Fleet Effect Card: Stone Construction (Defense) for all Ships. Race Effect Card: Siege Engines (Attack range = 4) for all Ships.

HUMAN FLEET TABLE # Type Hits 1 Cuttle Command 3 2 Battle Dolphin 2 5 Squid Ship 1 Notes: Ship Effect Card: Mages (Attack range Fleet Effect Card: Dragonfly Squadron Race Effect Card: Sailors (Move range

Class Flagship

= 5) for all Ships. (Attack range = K) for all Ships. = 2) for all Ships.

LIZARDMAN FLEET TABLE # Type Hits Class 1 Bloat Fly 3 Flagship 2 Turtleship 2 5 Hammership 1 Notes: Ship Effect Card: Ballistae (Attack range = 3) for Bloatfly.

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Ship Effect Card: Hard Shell (Defense) for Turtleship. Ship Effect Card: Hammerhead Ram (Attack Range = 1) for Hammership. Fleet Effect Card: Wasp Squadron (Attack Range = K) for all Ships. Race Effect Card: Rugged Ships (Defense) for all Ships.

GIFF FLEET TABLE # Type Hits Class 1 Clipper 3 Flagship 1 Clipper 3 6 Great Bombard 1 Notes: Ship Effect Card: Broadsides (Attack range = 4) for Clipper. Ship Effect Card: Big Gun (Attack range = 5) for Great Bombard. Fleet Effect Card: Helmseekers (Attack range = 6) for all Ships. Race Effect Card: Hand Guns (Attack range = 2) for all Ships.

DROW FLEET TABLE # Type Hits Class 1 Jade Spider Command Ship 3 Flagship 1 Jade Spider Command Ship 3 6 Jade Spider 1 Notes: Ship Effect Card: Hard Shell (Defense) for all Ships. Fleet Effect Card: Grappling Ram (Attack range = 2) for all Ships. Race Effect Card: Adamantine Drill (Attack range = 1) for all Ships.

AARAKOCRA FLEET TABLE # Type Hits Class 1 Eagle Ship 2 Flagship 3 Eagle Ship 2 4 Corbina 1 Notes: Ship Effect Card: Jettisons (Attack range = 2) for Eagle Ships. Ship Effect Card: Loop Maneuver (Defense) for Corbinas. Fleet Effect Card: Speed (Move range = 3) for all Ships. Race Effect Card: Aerodynamics (Move range = K) for all Ships.

GNOME FLEET TABLE # Type Hits Class 1 Deathglory 2 Flagship 1 Bolaship 2 2 Whelk 2 2 Yawl Wagon Train 1 2 Sidewheeler 1 Notes: Ship Effect Card: Water Cannons (Attack range = 3) for Deathglory. Ship Effect Card: Bola Whip (Attack range = 2) for Bolaship. Ship Effect Card: Giant Space Hamsters (Move range = 1) for Sidewheelers. Ship Effect Card: Hard Shell (Defense) for Whelks. Ship Effect Card: Iron Golem (Attack range = 1) for Yawl. Fleet Effect Card: Contraptions (Attack range = 2) for all Ships. Race Effect Card: Gnome Illusionists (Defense) for all Ships.

THRI-KREEN FLEET TABLE #

1812

Type

Hits

Class

1 Leaf Ship 2 Flagship 3 Leaf Ship 2 4 Thorn Ship Squad 1 Notes: Ship Effect Card: Living Crystal Hulls (Defense) for Leaf Ships. Ship Effect Card: Suicide Run (Attack Range = 1) for Thorn Ships. Fleet Effect Card: Crystal Throne (Move range = 3) for all Ships. Race Effect Card: Thri-kreen Warriors (Attack range = 1) for all Ships.

SETUP Each player places one Ship on each square of his back row. Ships may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Maneuver Phase Fire Phase

ORDERS PHASE Draw 3 cards. Max hand size = 5 cards. If the deck runs out, shuffle the discard and draw from it. Discard excess cards.

MANEUVER PHASE Play (discard) a Move card to move one of your Ships. The move card has a number. This is the number of spaces the Ship moves. Moves can be diagonal or orthogonal. “Knight” type Move cards produce an attack with a range like a knight in chess. Instead of moving just one Ship in any direction, you have the option of moving one or more Ships forward the indicated number of spaces using a single move card.

FIRE PHASE Play (discard) an Attack card to have a Ship attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. “Knight” type attack cards produce an attack with a range like a knight in chess. You cannot attack through other ships. Every attack does 1 point of damage. Use Chits or coins to record damage. A ship reduced to 0 Hits is destroyed and removed from the board. Your opponent may play (discard) Defense cards to negate your attack.

1813

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special K = as a Knight would move in Chess Type = Purpose of card Dam = Damage (inflicted or prevented) # = Number of that card in the Deck.

SPELLJAMMER CARD LIST Card Name: Race Effect Fleet Effect Ship Effect Blunt Ram Piercing Ram Warriors Archers Sleep Charm Greek Fire Projector Jettison Ballistae Cloudkill Disintegrate Petrification Bombards Catapults Cone of Cold Fire Ball Lightning Bolt Minor Helm Tread Phlogiston Rigging Spell Jamming Major Helm Gate Evasion Saving Throw Shield Illusion Invisibility Magic Resistance Cure Wounds Dispell Hold Spell Scrye Divination

1814

# 4 4 4 2 2 2 2 1 1 2 1 5 1 1 1 2 3 1 1 1 8 7 6 5 4 1 2 2 1 1 1 1 2 1 2 1 1

Range 1 1 1 2 2 2 2 2 3 3 3 3 4 4 4 5 6 1 2 3 4 5 6 -

Type X X X A A A A A A A A A A A A A A A A A M M M M M M D D D D D D D D X X X

Notes

Spell Spell

Spell Spell Spell Spell Spell Spell

Spell vs non-Spell Attack Spell Spell vs Spell Spell vs Spell Negate Move Card Look at opponents hand Look at next 7 cards in deck

SPELLJAMMER INTRODUCTION Battle between Good & Evil in the SpellJammer Universe. Based on the AD&D RPG by TSR. Card game for 2+ players.

DISCLAIMER Spelljammer is a licensed, copyrighted product. This is merely a fan site.

VICTORY Control the most Locales when the deck runs out.

ALIGNMENTS At start each player must pick whether they are going to be Good or Evil. A good player can control Good & Neutral Ships. An evil player can control Evil or Neutral Ships.

2 PLAYER GAME One Good player vs One Evil Player.

4 PLAYER GAME 2 Good players vs 2 Evil Players.

ODD NUMBER CUTTHROAT GAME Teams optional. Any player can control any type of ship.

DECK Players share a Common Deck. The Deck has 8 types of cards mixed in: Locales, Ships, Monsters, Equipment, Crew, Characters, Events, Combat The discard pile is called the “Void”.

TOKENS Use tokens for: Gold, Jam tokens Six, eight, and ten sided dice are needed.

SETUP Select teams and alignments. Players start with a hand of 7 cards drawn from the deck.

1815

Players start with 10 Gold.

JAMMING Normally the cards in play you control table, vertically face-up, in front of To ‘Jam’ a card rotate it horizontally To Unjam a card that is jammed, rotate

will be on the you (Normal Position). onto its side (Jammed). it back to the normal (unjammed) position.

TURN SEQUENCE Players take turns. Each turn has 6 phases: Unjam Phase Explore Phase Trade Phase Recruit Phase War Phase Control Phase

UNJAM PHASE Unjam (or remove a Jam token from) all of your jammed cards. A card with Jam tokens cannot be unjammed.

EXPLORE PHASE Draw one card and put it in your hand. Maximum hand size = 12. Discard excess cards. You may put one Locale card in play under your control. Jam an Explorer ship card to Draw an extra card. Jam an Explorer ship card to put one Locale card in play under your control.

TRADE PHASE Gain 1D6 Gold. Jam your Locales to gain gold from them equal to the amount of gold indicated on the card. Jam a Trader ship card to gain 1 Gold. Jam a Pirate ship card to gain 1D6 -3 Gold.

RECRUIT PHASE Purchase Ships from your hand. Ships come into play unjammed. You may also buy Equipment, Crew, and Characters. Attach these cards to target unjammed ships If you buy a Carrier Ship, you may attach one Scout for free.

WAR PHASE You may Jam one or more ships to attack a target Locale. (Attacking Fleet). Your opponent may Jam ships to defend the target (Defending Fleet). The Fleet with the most Scout ships may look at the opponents hand and gets Tactics +2 for the rest of the phase. The Battle proceeds in a series of rounds. Each round roll once on the Battle Table (The Battle Stat Roll).

1816

The ship stat indicated by the roll is the Primary Stat for the current round. The fleet with the highest combined total of the primary Battle Stat gains a Combat Advantage of +1 Players may play (Discard) Combat cards to increase their score in the Primary stat or decrease their opponents score. The fleet with the highest total Cost gains a Combat Advantage of +1 (or +2 if its Cost total is over twice the opponents fleet). Next each fleet rolls 1D6 and adds its Combat Advantages (Combat Roll). The side with the highest combat total wins. (reroll ties) The losing fleet must discard a Ship card. Repeat this process until one side is destroyed or flees. After each round of Battle either player may choose to retreat his fleet.

FLEETS A fleet may contain ships of only one race unless you play an Ally card.

BATTLE TABLE 1D8 1 2 3 4 5 6 7 8

Battle Stat: Range Impact Speed Crew Hull Armor Tactics Magic

Notes: Catapults, Cannons, Ballistae, Jettisons, etc. Blunt Rams, Piercing Rams Helm, Rigging, Maneuverability Boarding Actions, Marines Size, Hits Wood, Metal, Stone, Crystal, etc. Initiative, Command, Surprise, Invisibility Wizards, Clerics, Bards, Spells, Magic Items

CONTROL PHASE If you destroyed or routed the defenders in War phase, you take control of the target Locale.

SHIP CARD NOTATION H/A = Hull/Armor M/T = Magic/Tactics C/S = Crew/Speed I/R = Impact/Range CS = Command Ship Role: P = Pirate Role: E = Exploration Role: T = Trade Role: C = Carrier Race: G = Good Race: E = Evil Race: N = Neutral Race: Human = Hum Race: Lizard Men = LM Race: Mind Flayer = MF

SHIP CARD LIST Ship Type Mantis Battlewagon Scorpion Porcupine Ship Triop

Cost 7 13 6 3 6

Role P P

H/A 6/4 8/5 6/4 3/1 5/7

M/T 1/1 2/1 2/1 1/1 2/2

C/S 26/5 60/3 7/5 4/4 6/6

I/R 3/1 8/5 2/1 2/1 6/1

Race E: Scro E: Scro E: Orcs E: Goblin E: Goblin

1817

Blade Night Angel Mammoth Black Widow Slavetrader Deathspider Mindspider Urchin Tyrant Ship Tyrant Scout Ship Tyrant Ramship Nautiloid Dreadnaught Jade Spider CS Jade Spider Vodoni Diamond Hunter Killer Werewolf Nightwolf Flying Pyramid Skeleton Ship Antlership Tradesman Mosquito Stinger Celestial Dragon Thorn Ship Leaf Ship Unity Ship Stone Galleon Eagleship Corbina Boatfly Wasp Turtleship Hammership Dragon Ship Flaming Dragons Whaleship Octopus Lamprey Locusts Tsunami Caravel Longship Drakkar Great Galley Damselfly Hummingbird Batship Quad of Thay Ptah Battlebarge Vipership Squid Ship Cuttle Command Battle Dolphin Quentins Libraria Iambus Dragonfly Swan Ship Shrikeship Flitter Firewind Flitter Radiant Ship Man-o-War Monarch

1818

4 5 13 13 11 11 5 2 7 4 8 7 14 15 5 20 10 10 8 12 3 9 4 3 2 17 5 9 4 14 4 2 11 3 8 7 5 6 7 7 4 3 22 2 2 2 2 2 3 18 16 10 6 6 10 5 6 4 3 4 4 3 2 4 6 12

S S P P T C S P SE PT C P SE S TPE S S E S E PE PT E T P S C T PE PE T S S T PE C E S -

1/4 4/4 9/4 10/3 10/3 10/3 4/4 1/0 2/7 1/6 2/7 4/4 9/4 10/7 2/7 10/3 6/3 6/0 4/4 9/7 1/0 9/5 3/3 1/3 1/3 8/8 1/1 7/2 3/0 9/5 4/2 1/0 5/2 2/2 4/5 6/2 5/3 5/3 10/4 7/1 3/4 1/ 4 20/6 1/0 1/0 1/1 2/1 1/4 1/0 5/5 6/7 6/0 3/3 5/3 14/1 8/3 3/1 4/3 1/0 3/1 3/4 1/1 1/0 3/2 6/1 10/4

0/1 1/5 1/1 2/2 2/1 2/1 0/2 0/1 2/1 2/1 2/1 2/1 3/1 2/1 2/1 2/2 2/1 2/1 2/1 2/1 0/1 2/1 2/1 1/1 1/1 1/1 2/1 2/1 2/1 2/1 2/1 1/1 1/1 2/1 1/1 2/1 2/1 2/1 2/1 2/1 2/1 0/1 3/2 1/1 1/1 2/1 2/1 2/1 2/1 4/1 5/1 2/1 2/1 1/2 2/2 2/2 5/1 5/1 2/1 2/1 1/1 1/1 0/1 2/1 2/1 2/1

2/7 4/5 47/2 23/3 23/3 23/3 5/5 4/5 25/5 8/6 25/5 15/4 31/3 24/1 6/6 70/5 43/5 44/4 28/6 19/1 2/5 17/2 6/4 1/5 3/5 15/6 16/6 45/4 8/5 43/2 5/5 1/4 9/2 5/4 13/4 16/4 11/4 11/4 20/3 16/4 6/6 7/7 48/5 3/2 6/2 4/1 6/1 2/4 2/7 9/7 14/7 15/2 3/7 10/4 23/3 15/4 7/5 7/4 3/5 5/5 8/5 2/6 1/6 6/4 14/5 28/4

1/2 4/1 9/3 10/6 10/2 10/2 5/1 1/0 0/0 0/2 2/0 4/1 9/2 6/0 3/0 10/0 1/2 8/1 0/1 1/6 0/1 8/1 0/1 0/0 0/1 1/8 0/2 7/2 3/1 1/10 0/1 0/1 1/14 0/1 4/1 6/1 1/1 1/2 9/1 3/2 3/1 0/1 3/10 0/1 0/1 0/1 0/1 0/1 0/2 1/11 4/0 6/5 3/1 5/1 1/2 1/1 3/1 0/1 0/1 0/1 3/1 0/0 3/0 0/1 1/1 1/3

E: E: E: E: E: E: E: E: E: E: E: E: E: E: E: E: E: E: E: E: E: E: N: N: N: N: N: N: N: N: N: N: N: N: N: N: N: N: N: N: N: G: G: G: G: G: G: G: G: G: G: G: G: G: G: G: G: G: G: G: G: G: G: G: G: G:

Goblin Kobold Ogre Neogi Neogi Neogi Neogi Neogi Beholder Beholder Beholder Mind Flayers Mind Flayers Drow Drow Vodoni Vodoni Vodoni Vodoni Undead Undead Undead All All All Monster Thri-Kreen Thri-Kreen K’r’r’r Space Giants Aarakocra Aarakocra Lizard Men LM +Hum LM +Hum LM +Hum Shou Lung Shou Lung Human + MF Human + MF Humanoid + Hum Wa Wa Human Human Human Human Human Human Human Human Human Human Human Human Human Human Human Elves + Human Elves + Human Elves + Human Elves Elves Elves Elves Elves

Armada Deathglory Bolaship Whelk Yawl Wagon Train Sidewheeler Citadel Stoneship Clipper Great Bombard Ship Type

17 5 5 5 3 4 28 35 11 5 Cost

C T E P Role

10/3 7/2 3/3 4/2 2/5 3/1 30/7 30/7 7/4 4/2 H/A

2/1 2/1 1/1 2/1 2/1 1/1 2/1 2/1 2/1 1/1 M/T

28/4 9/4 4/4 6/4 3/1 10/2 40/3 35/2 33/2 10/2 C/S

2/11 1/2 10/1 4/1 0/0 0/0 2/6 30/3 1/10 4/3 I/R

G: Elves G: Gnomes G: Gnomes G: Gnomes G: Gnomes G: Gnomes G: Dwarves G: Dwarves G: Giff G: Giff Race

LOCALES CARD LIST Locale Name: Kapri Spacestation Leuthilspar Gamaro Base (Moragspace) Rock of Bral (Wildspace) Free City of Greyhawk Free Neogi (Greyspace) The Grinder (Greyspace) Marner (Greyspace) Krynnspace Kristophan (Krynnspace) Palanthus(Krynnspace) Waterdeep (Realmspace) Evermeet (Realmspace) Wa (Realmspace) The Dock (Realmspace) Plata

Gold 1 3 1 3 3 2 2 2 2 3 2 2 2 1

Notes Elf fleets get tactics +1 Elf ships cost -1 Scro, goblin, orc ships cost -1 Cosmopolitan. Captains cost -1 Human ships cost -1 2 Neogi ships cost -1 1 Humans (Asteroid Field) Humans & Dwarves (Archbarony of Ratik) Kindori (Giant Whale Riders) Humans (Southern Hosk Empire) Humans (Black Market) Equipment costs -1 Humans Elf Fleets get Magic +1 Wa ships cost -1 Shou Lung ships cost -1 Aarakocra shipa cost -1

CHARACTER CARD LIST Character Name Captain Wrackblood Ancient Mariner Griktha Oolph Clawstem Admiral Icarus Captain Yerthad Captain Krissos Cap’n Gyudd Eliminster the Wizard Wo Han Do CREW CARD LIST Crack Gunners Veteran Marines Crack Crew

Align E E E E G G G G G G Align N N N

Cost 3 5 1 3 4 2 2 2 4 3 Cost 2 2 1

Notes Scro, Tactics +2, Impact +2, Crew +4 Ghost Captain, Crew +10, Pirate Neogi, Magic +2 Neogi, Magic +4, Tactics +2 Elf, Magic +4, Speed +4 Elf, Tactics +3, Magic +1 Elf, Impact +3, Magic +1 Dwarf, Crew +2, Tactics +2 Human, Magic +8 Wa Ninja, Crew +5, Tactics +1 Notes Range +4 Crew +8 Speed +2

EQUIPMENT CARD LIST Card Name Accelerator Improved Rigging Elemental Firebomb Helmseeker Missile Sphere of Annihilation Rudder of Speed Trident of the Phlogiston Armor Plating Double Ballistas

Cost 3M 1 3M 3M 4M 2M 2M 1 2

Notes Range +7 & Speed –1 Speed +2 Range +10 (One use only) Range +13 (One use only) Range +25 (One use only) Speed +4 Crew +6 Magic +2 Armor +2 Range +3

1819

Astrolabe Cargo Barge Jolly Roger M = Magic Item

6M 1 1

Ship gets Explorer Ability Ship gains Trade ability Ship gains Pirate ability

COMBAT CARD LIST Card Name: Blow the Hold Outguess Evasive Action Blur Spell Cloudkill Spell Disintegrate Spell Sleep Spell Teleportation Spell Fireball Spell Lightning Bolt Spell Polymorph Spell Fear Spell Command Spell Slow Spell Shield Spell Disenchantment Spell Feeblemind Spell Charm Spell Blessing Spell Dark Sendings Spell Confusion Spell Detect Spell Dispell Spell Warp Wood Spell Hold Spell Cone of Cold Spell Repulsion Spell Globe of Invulnerability Heat Metal Spell Transmute Rock to Mud Alter Reality Spell Banish Spell Haste Spell Invisibility Spell Illusion Spell Meteor Swarm Spell Web Spell Darkness Spell Control Winds Spell Damage Rigging Hull Holed Broadsides Ambush Surprise Attack Boarding Action Gravity Plane Shift Out of Range Asteroid Field Skeleton Minefield Nebula Ghost Ship Decoy Burning Pitch Greek Fire Out of Ammo Helm Hit Out of the Sun

1820

Notes: Destroy one of your ships & an opponents Negate a Combat card Reroll Battle Table Roll Armor +5 Crew –10 Hull –10 Crew –10 Move Crew card to different Ship Range +2D6 Range +7 Crew +20 Magic +5 Crew –20 Speed –5 Armor +3 Discard target Magic Item Magic –5 Crew +10 Magic +2 Magic -2 Tactics –5 Tactics +4 Negate Spell Card Hull –5 Speed –10 Speed –2 or Range +4 Ram –10 Spell: Magic –5 Armor –5 Spell: Hull –10 Cause Target Dieroll to be rerolled Discard target Monster Speed +5 or Ram +5 Tactics +5 Tactics +5 Range +3D6 Crew –5 or Speed –2 Tactics –5 Speed +4 Speed –3 Speed –1 or Ram –1 or Range –1 Range +5 Defenders get Tactics +5 Attackers get Tactics +5 Crew +5 Crew –10 Range –2 or Crew –4 or Ram –2 Terrain: Tactics +5 Terrain: Crew +7 Terrain: Tactics +5 Put ship from Void into play for this phase only Tactics +4 Range +4 Range +3 Range –5 Speed –5 Ram +5

EVENT CARD LIST Card Name Gate Spell Divination Spell Saboteur Foul Air Lost in the Phlogestin Solar Flare Plague Ship Treasure Ship Wraithship Discovered Salvage Decommission Diplomacy Alliance Confederation Common Enemy Similar Motives Treaty Dark Alliance Defense of the Realm Aperusa Space Gypsies Allura Maelstrom Piracy Privateers Patrols Escort Assassin Celestial Navigation

Notes: Unjam Target Ship Look at next 10 cards in deck Put 1D6 Jam counters on target ship Put 1D6 Jam counters on target ship Put 1D6 Jam counters on target ship Put 1D6 Jam counters on target ship Put 1D6 Jam counters on target ship Jam one of your Pirate Ships for 1D6 Gold Destroy Target Ship Destroy a Jammed Scout Ship Put target ship card in the Void into your hand Discard 1+ of your Ships to get your Gold back Ally Card Ally Card Ally Card Ally Card Ally Card Ally Card Ally Card for Attacking Evil Player Ally card for Defending Good Player Opponent loses 1D6 Gold Destroy Jammed Explorer Ship Destroy Jammed Explorer Ship Opponent loses 1D6 Gold Destroy Jammed Trader Ship Destroy Jammed Pirate Ship Destroy Jammed Pirate Ship Destroy target Character Remove 1D6 Jam counters on target ship

LINKS Ahzad Jinsai's Spelljammer Page

1821

SPICE RAID INTRODUCTION Board & card game for 2 players. Man to man combat on the surface of Arrakis. Takes place in the Dune Universe. Pick your force: Atreides, Harkonnen, Fremen, Sardaukar Each figure represents one warrior.

DISCLAIMER ‘Dune’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY Kill your opponents Leader.

THE MAP Use an 8X8 chessboard.

THE MEN Use chits or miniatures to represent men.

ATREIDES UNIT LIST # 1 2 5

Unit Name Captain of the Guard Sword Master Atreides House Troops

Hits 3 2 1

Notes Leader

Hits 3 2 1

Notes Leader

Hits 3 2 1

Notes Leader

Hits 3

Notes Leader

HARKONNEN UNIT LIST # 1 2 5

Unit Name House Assassin Sleeper Troops Harkonnen House Troops

FREMEN UNIT LIST # 1 2 5

Unit Name Naib Fedaykin Death Commandos Sietch Fremen Warriors

SARDAUKAR UNIT LIST # 1

1822

Unit Name Imperial Agent

2 5

Bashar Sardaukar Soldier Fanatics

2 1

SETUP Each player places 1 man on each square of his back row. Men may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Fight Phase

ORDERS PHASE Draw 3 cards from your deck. If your deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your men. The move card has a number. This is the number of spaces the man moves. Moves can be diagonal or orthogonal. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card.

FIGHT PHASE Play (discard) an Attack card to have a Man attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. The enemy man that is the target of the attack takes one point of damage. Use chits to keep track of damage. A man reduced to zero hits is killed. Your opponent may play a defense card to negate your attack. If you use a Shield defense against a Lasgun, both target & attacker are killed. The Fremen player treats the Lasgun card as: Crysknife (Attack range = 1)

CARD LIST NOTATION A M D X #

= = = = =

Attack Move Defense Special Number of that card in the deck.

1823

CARD LIST Card Name: Slip-Tip Kindjal Rapier Maula Pistol Stunner Lasgun Pyrocket Personal Shield Shield Fighting Behind Cover Thrust & Parry Advance Run Charge Feint & Counter Tactics Battle Language

1824

# 2 2 2 2 2 2 2 2 2 2 2 5 4 4 2 2 2

Type A A A A A A A D D D D M M M X X X

Range 1 1 1 2 3 4 5 1 2 3 -

Notes Poison Tipped Left Handed Knife Double bladed Short Sword Spring Loaded Poison Dart Gun Slow Pellet Projectile Weapon Continuous Wave Laser Projector Holtzman Generator Negate attack of Range = 2-5 Negate attack of Range = 1

Opponent must discard 1 card Look at opponents Hand Draw 2 Cards

SPIDER-MAN INTRODUCTION 2 player card game. One player is Spiderman (Spidey). The other player is the Bad Guys.

THE DECKS There are 2 decks: The Bad Guy Deck & The Spiderman Deck. The Bad Guy deck has 5 of each of the cards listed in the Bad Guy Card List & Bad Guy Attack Card List. The Spidey deck has 5 of each of the cards listed in the Spiderman Card List & Spiderman Attack Card List.

OBJECTIVE Get all 50 plot Tokens.

SETUP Each player gets 25 plot tokens.

TURN SEQUENCE Players go simultaneously. Each turn is divided into 7 phases: 1. Plot Phase 2. Encounter Phase 3. Plot Thickens Phase 4. Maneuver Phase 5. Climax Phase 6. Attack Phase 7. Resolution Phase

PLOT PHASE Each Player must put 2 Tokens in the pot (now referred to as the PLOT)

ENCOUNTER PHASE Each player draws 7 cards from his deck. If the deck runs out, shuffle the discard and draw from it.

PLOT THICKENS PHASE Starting with the Bad guys, each player may up Ante by up to 5 plot tokens. A Player may fold and concede the PLOT to his opponent.

MANEUVER PHASE 1825

Players can discard up to 5 cards and draw replacement cards.

CLIMAX PHASE Starting with the Spiderman, each player may up the Ante by up to 5 plot tokens. A Player may fold and concede the PLOT to his opponent.

ATTACK PHASE Players reveal their hands. Calculate the value of each hand. For the Bad Guys: Multiply the number of cards of a particular Bad Guy x The number of his attack cards. For Example: You have 2 Mysterio cards & 3 Energy Globes in your hand. This would score 2 x 3 = 6. Lets say the other 2 cards in his hand are Vulture and Lightning Blast. No points are gained for either card. However, If the other two cards were Vulture and Swoop Attack that would be worth 1 x 1 = 1 point andThe total score would be 6 + 1 = 7 For Spidey: Attack and defense cards that you only have one copy of do not count. Multiply the number of attack cards times the number of defense cards. For Example: You have 3 Jumps and 2 Punches and 1 Swing and 1 Tangle. The Tangle and the Swing cards do not count. Multiply 3 x 2 to get your final hand value: 2 x 3 = 6.

RESOLUTION PHASE Compare the point totals of the hands. The winner gets the PLOT. If tied, the PLOT carries over to the next hand.

BAD GUY CARD LIST Card Name: Mysterio Hobgoblin Vulture Dr. Octopus Chameleon Shocker

BAD GUY ATTACK CARD LIST Card Name: Energy Globes Goblin Grenades Swoop Attack Tentacle Attack Surprise Attack Lightning Blast

Associated Bad Guy: Mysterio Hobgoblin Vulture Dr. Octopus Chameleon Shocker

SPIDERMAN DEFENSE CARD LIST Card Name: Jump Swing Wall Crawling Backwards Flip

1826

Spider Senses Web Wall

SPIDERMAN ATTACK CARD LIST Card Name: Spin Web Tangle Sticky Strands Spider Lasso Punch Leaping Kick

DISCLAIMER Spiderman is a copyrighted/trademarked property. This is only a Fan site.

1827

SQUAD INTRODUCTION Card game. Simulates small unit tactics in World War II.

LOGISTICS Use tokens to represent soldiers. At least two six-sided dice are required. A deck of cards unique to this game will have to be constructed before play is possible.

SETUP Each player starts with one squad of one of the five available nationalities. American squads start with 12 men. German, British, and Japanese squads start with 10 men. Russian platoons start with 36 men. Opposing squads begin the game at long range from each other. Players take turns. Roll high to determine who goes first. Shuffle the deck. Players start with 5 cards each. Each player may play one terrain card, if they have one in their hand.

ALL FIRE PHASES Range in this game is the relative range between the two squads. Play attack cards that correspond to the relative range between the squads. For instance if you are at long range, you may attack with a mortar, but not a pistol. Attack Cards are type (A) in the card list. Each attack lists what ranges it can be used at: PB (Point Blank), S (Short), M (Medium), and L (Long) You must play an Attack card to attack. Each attack card kills 1D6 - 1D6 enemy soldiers. (The attack roll) Roll two dice, subtract the second from the first. A result of zero or a negative number means there are no casualties. The attack roll is modified by many cards, as expressed in the card list. Terrain cards (T) subtract their cover rating to the attack roll total. For example: A Hedge Row would reduce 5 kills to 3 kills. Attack cards have built in modifiers. For example: A pistol(PB/S-1) inflicts one less casualty at short range. If your attack causes casualties, you may play a Commander Killed card. Japanese squads may make one PB attack at short range instead, per turn.

TURN SEQUENCE Players take turns. Each turn has 9 phases: 1. Draw Phase 2. Morale Phase 3. Covering Fire Phase 4. Opportunity Fire Phase 5. Movement Phase 6. Position Fire Phase 7. Return Fire Phase 8. Rally Phase 9. Discard Phase

1828

DRAW PHASE German Squads draw four Russian Squads draw two Other Squads draw three If you use up the deck,

cards from the common cards from the common cards from the common reshuffle the discard

deck. deck. deck. pile and continue playing.

MORALE PHASE If your squad was fired upon last turn roll 1D6: 1D6 Result: 1-4 Nothing 5-6 Squad Pinned This roll is called the morale check. American Squads get +1 to this roll. Japanese Squads get -1 to this roll. Add 1 to the roll per man killed last turn. A pinned squad cannot move and its attack rolls are at -1. If the squad was already pinned, it routs: A squad that routs loses 1D6 - 1D6 men. (Roll 1D6 and subtract 1D6) Routed men are considered to be casualties. Men that did not rout are still pinned. Cards that modify the Morale check are played before the roll is made. Pinned units remain pinned until rallied.

COVERING FIRE PHASE Declare whether or not your squad is going to attempt to move this turn. If you are going to move your squad this turn you may first attack with covering fire. (All attacks require the discard of 1+ Attack cards at the appropriate range.) Your attacks are at -2, because you are moving and firing. American squads only have no penalty because they are equipped with semi-automatic M-1 rifles instead of bolt action rifles. You may also play a smoke card. If you play smoke your attacks are at an additional -2. Declare if you are taking the Point man option.

OPPORTUNITY FIRE PHASE If you are moving this turn your opponent may attack in this phase. Range is the same as last turn. If you provided covering fire, your opponents attacks are at -1. If you play smoke your opponents attacks are at an additional -2. Your opponent may play an Ambush card to attack at +2. If you took any casualties this phase, and you took the Point man option, you take only one casualty, and you skip movement phase.

MOVEMENT PHASE To move your squad, play a terrain card. This replaces your old terrain card, which is discarded. You may also change the range by one step.

PB -- S -- M -- L Changing the range is not required. The move may be lateral. Instead of playing a terrain card you may discard any card to move into an open terrain. Open terrain provides no cover modifier.

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Your opponent may abort your move by playing a Blocking (B) card. Minefields and Barbed Wire Card are (B) cards. If a blocking card is played you must discard the new terrain card. Your squad returns to the old terrain. A minefield will kill 1D6 - 1D6+2 men. A Combat Engineer card will negate a (B) card, allowing the squad to move. If you are unblocked you may play a Mission Objective and/or Concealment card.

POSITION FIRE PHASE You may attack. Your attacks are at -1 if you moved this turn. If you did not move and your opponent outflanked you last turn your attacks are at -1. Heavy weapons like mortars and machine guns may not be used to attack if you moved this turn. If you moved this turn and your opponent did not attack in opportunity phase, you have outflanked the enemy and get +1 to all your attacks this phase.

RETURN FIRE PHASE Your opponent may attack.

RALLY PHASE If a squad is pinned this turn roll 1D6: 1D6 Result: 1-4 Squad remains pinned 5-6 Squad is rallied (becomes unpinned) This roll is called the Rally roll. Cards that modify the Rally roll are played before the roll is made. Americans & German Squads get +1 to this roll.

DISCARD PHASE If you did not move or attack this turn you may draw an extra card. If you have more than 5 cards in your hand discard the extra cards. Well trained German troops may keep 6 cards. Poorly trained Russian units may only keep 4 cards.

CARD LIST ABBREVIATIONS # M T A B N

= = = = = =

Number of this card in the deck. Modifier Card Terrain Card Attack Card Block Card National Trait Card

CARD LIST # 1 1 1 1 1 1 1 1

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Type M M M M M M M M

Card Name Leadership Fatalism Patriotism Camaraderie Determination Shell Shock Confusion Exhaustion

Notes Rally roll +2 Morale check -1 Rally roll +2 Rally roll +2 Morale check -1 Morale check +2 Rally roll -1 Rally roll -1

1 M Hesitation Morale check +2 1 M Fear Morale check +2 1 T Pill Box Cover -3 2 T Line of Trees Cover -1 2 T Low Wall Cover -1 1 T Entrenchments Cover -3 2 T Building Cover -2 1 T Gulley Cover -3 1 T Wheat Field Cover -1 2 T Hedge Row Cover -2 1 T Fox Holes Cover -2 2 T Thick Woods Cover -2 2 T Rubble Cover -2 1 T Hill Cover -1/All your Attacks +1 1 A Knife PB/Kill one enemy maximum 1 A Entrenching Tool PB/Kill one enemy maximum 1 A Bayonet PB/Kill one enemy maximum 1 A Rifle Butt PB/Kill one enemy maximum 1 A Bare Hands PB/Kill one enemy maximum 1 A Garrote PB/Kill one enemy maximum 2 A Take Prisoners PB/ Play only if enemy squad is pinned 3 A Pistol PB/S-1 4 A Grenade S/Negates opponents terrain Cover modifier 2 A Flame Thrower S/Negates opponents terrain Cover modifier 2 A Bazooka/Panzerfaust M+2 4 A Sub-Machine Gun S+1/M-1 2 A Carbine S/M 4 A Bolt-action Rifle S/M/L 3 A Semi-Automatic Rifle S+1/M/L-1 2 A Sniper Attack L+1 2 A Mortar L+2/Cannot use if you moved/Position Fire only 4 A Light Machine Gun M+2/L/Cannot use if you moved this turn 1 A Radio Artillery L+3 1 A Fire Section S/M/L Covering Fire Phase only 1 A Assault Section PB/S Position Fire Phase Only 1 A Fire Team M/L Position Fire Phase Only 4 A Scout Look at next 5 cards in deck 1 A Infiltration PB+1 Position Fire Phase Only 10 N National Trait Effect varies according to squads nationality 2 M Encircled Cover +3/Attach to pinned opponents terrain 6 M Mission Objective Victory Requirement 5 M Smoke All Opportunity Fire attacks -1 this turn 5 M Concealment Cover -1/Attach to your Terrain 4 M Ambush +2 all attk rolls in Oprty Fire Phase this turn 3 M Enfilade +2 to all attacks made by Guns this turn 4 M Flanking Fire Add +1 to all attacks this turn 2 B Minefield Block and Attack 2 B Barbed Wire Block 2 M Combat Engineer Negates a Block card 2 M Commander Killed Opponents Hand size -1 The Commander Killed Card can be played on opponents squad, once only during the game, immediately after an enemy soldier has been killed.

VICTORY There are two ways to win: Kill or rout all members of your opponents squad. Collect 3 Mission Objective Cards.

NATIONAL TRAIT CARDS These can be used for different effects depending on the nationality of your squad. Americans can use a national trait card to do one of the following: 1. Same as Radio Artillery card

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2. American Ingenuity: Discard to draw 2 cards. 3. Browning Automatic Rifle Attack: S+1/M+1 Germans can use a national trait card to do one of the following: 1. Tactics: Same as Flanking Fire card 2. Same as Light Machine Gun card 3. Professionalism: Rally Roll +1 4. Intimidation: Morale Check +1 Russians can use a national trait card to do one of the following: 1. Machine Pistol Attack: PB/S/M-1 2. Reinforcements: Gain 1 man 3. Commissar: Rally Roll +1 4. Human Wave: PB+1 British can use a national trait card to do one of the following: 1. Sharp shooting: M+1/L+1 2. Stiff Upper Lip: Morale roll +1 3. British Intelligence: Look at next 4 cards in deck Japanese can use a national trait card to do one of the following: 1. Same as Concealment card 2. Booby Traps: Same as Minefield card 3. Same as Ambush card 4. Bonsai Charge: PB+2

CARDSET by Christian Martinez (at [email protected]) Click here to download Squad Cardset

MORE CARDS! Another set, this one by Janne Thorne Zip File: Click Here Click here to go to his Site Thoth version: Click Here

FLANKING VARIANT by Christian Martinez (at [email protected]) Flanking Fire : this rule replaces the one existing about "Flanking Fire" and "Encircled". In the deck replace the two Encircled cards with two more Flanking Fire cards. After you have (successfully) played a terrain card without changing the range (laterally), you can play a Flanking Fire card. That card stays in play. These cards are cumulative : if you move again laterally and play another FF card, all stay in play (=enciclement) and add their bonus. If you move and do not play a FF card, all FF cards you have played are discarded. If your opponent (successfully) moves, all FF cards you have played are discarded.

MAP VARIANT Use a hex map. Remove the Terrain cards from the deck. Draw the terrain types onto the map before play. Terrain types include those described on the cards plus clear or open terrain. A squad is represented by a pawn on the map. In move phase you can move your squad 2 hexes in open terrain or 1 hex if Entering a non-open terrain type. Point Blank Range = 1 hex distance.

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S = 2 hexes, M = 3 hexes, L = 4 hexes This variant would allow each player to have more than 1 squad. Each squad requires its own hand of cards.

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STAKK CHESS OBJECTIVE Capture opponents King.

SETUP Use a normal chessboard. Each side has 1 King and 31 flat pawns. Stack your pawns in your back 2 rows as follows: 1 1 1 1 1 1 1 1 4 2 3 5 K 3 2 4 Pawns must be flat and stackable. Use checker pieces for pawns.

RULES Players take turns moving. On your turn move your King, one pawn, or one stack. Moving onto an opponents stack or pawn captures all of those pawns. A pawn or stack may move onto a friendly pawn or stack forming a bigger stack. One or more pawns may be moved off a stack into the same space adjacent to the stack. At least one pawn must remain from the original stack. Pawns moved this way may not capture or checkmate. A stack may be up to 5 pawns high. Pawns & Kings move as in normal chess. A stack of 2 may move as a knight. You may only have two knights at a time. A stack of 3 may move as a bishop. You may only have two bishops at a time. A stack of 4 may move as a rook. You may only have two rooks at a time. A stack of 5 may move as a queen. You may only have one queen at a time. Single pawns that reach the back row may move laterally on the back row one space. They may not capture.

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STAR COMMAND INTRODUCTION Board & card game for 2 players. Battle between Buzz Lightyear and Evil Emperor Zurg. Takes place in the Buzz Lightyear Universe. Each figure represents a main character or group of lesser characters.

DISCLAIMER ‘Buzz Lightyear’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY Capture the opposing Leader.

THE MAP Use an 8x8 chessboard.

THE MEN Use chits or miniatures to represent units.

UNITS TABLE NOTATION # = Number of that type of unit each player has in setup. Move = The types of Move Cards the unit can use. Range = The types of Attack Cards the unit can use.

SPACE RANGER UNIT TABLE Name Buzz Lightyear Mira Nova X-R Booster LGM Space Rangers Space Cruiser Alpha-2

# 1 1 1 1 2 8 1 1

Hits 3 2 1 2 1 1 2 2

Move 5 5 5 5 3 4 5 5

Range 4 4 3 2 2 3 5 4

Notes Captain Lightyear: Leader Tangean Princess Robot: Experimental Ranger Space Cadet Little Green Men Delta Squadron Andromeda Class Prototype Ship

Move 4 5 2 3 3 2

Range 4 4 2 2 1 1

ZURGARIFFIC UNIT TABLE Name Evil Emperor Zurg Agent Z Brain Pods Hornet Robots Cranial Dissector Bot Slag Monster Mutant

# 1 1 1 8 1 1

Hits 3 2 1 1 1 2

Notes Leader Dark Warpmatter Lack-wit Lackeys Robots Robot

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War Cruiser Planetary Defense Matrix Zurg Tower

1 1 1

2 2 3

5 1 0

5 4 5

SPACE RANGER UNIT SPECIAL ABILITIES Name Buzz Lightyear Mira Nova X-R Booster LGM Space Rangers Space Cruisers Alpha-2

Ability Field Experience Tangean Brain Squeeze Auxiliary Gear Bulk Uni-mind Hot Dogging Laser Cannons Stealth

Game Effect Defense Attack = 1 Attack = 2 Attack = 1 Repair Move = 4 Attack = 6 Move = K

ZURGARIFFIC UNIT SPECIAL ABILITIES Name Evil Emperor Zurg Agent Z Brain Pods Hornet Robots Cranial Dissector Bot Slag Monster Mutant War Cruiser Planetary Defense Matrix Zurg Tower

Ability Ion Blaster Flame Thrower Grey Matter Expendable Dissection Crater Vipers Laser Cannons Space Mines Zurgatronic Megaray

Game Effect Attack = 3 Attack = 2 Repair Draw 1 card if destroyed Attack = 1 Attack = 1 Attack = 6 Attack = 1 Attack = 6-8

UNIT SPECIAL ABILITIES Discard a ‘Special’ card to activate a units special ability. The Repair ability puts a destroyed robot unit back into play next to the repairing unit. Repairs on your units are done at the end of your Battle Phase.

SETUP Each player places one unit on each square of his back two rows. Units may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Battle Phase

ORDERS PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it.

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Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units. Units cannot move through other units except for: The Alpha-2 uses its stealth technology to move through other units Mira Nova may use her Ghosting Powers to move through other units. The move card has a number. This is the number of spaces the unit moves. The Unit tables list what type of Move cards each unit can use. Moves are diagonal or orthogonal. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card.

BATTLE PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. This is the range of the attack. Attacks are diagonal or orthogonal. The enemy unit that is the target of the attack takes one Hit point of damage. A unit reduced to zero hits is captured and is removed from the map. Units cannot attack through other units. A player may discard a Defense card to negate an attack.

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special Type = Purpose of card # = Number of that type of card in the deck

CARD LIST Card Name: Move Move Move Move Move Blast Off Rocket Cycle Flying Platform Laser Laser Laser Laser Close Combat Close Combat Close Combat Armor Armor Maneuver Maneuver Maneuver Communicator

# 5 5 5 4 3 1 1 1 5 5 4 4 3 3 2 1 1 1 1 1 1

Range 1 2 3 4 5 3 4 3 2 3 4 5 1 1 -

Type M M M M M M M M A A A A A A D D D D D D X

Notes Walk Run Hover Jet Pack Full Throttle Rangers only Rangers only Zurg only Pistol Rifle Bazooka Cannon Kick Punch Flip: vs Close Cbt: Attacker takes 1 Hit Terrillium Carbonic Alloy Laser Resistant Diavallic Alloy Gemini Split: Rangers only Emergency Liftoff Dodge Draw 3 cards

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Nefarious Scheme Crystolic Fusion Cell Energy Readings Spy Drone Special

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1 1 1 1 6

-

X X X X X

Draw 3 cards: Zurg only Draw 2 cards Look at opponents Hand Look at opponents Hand: Zurg only Activate Unit Special Ability

STAR CRAFT SPAWN INTRODUCTION Two player card game set in the StarCraft universe.

DISCLAIMER StarCraft is a licensed, copyrighted product. This is merely a fansite.

DECKS Each player gets one unique deck. For example: Terran Deck vs Zerg Deck.

RANDOMIZERS Six sided dice are needed to play. Tokens to record damage are also needed.

OBJECTIVE Destroy your opponents Command Structure.

SETUP Every player starts with a hand of 5 cards. Every player starts with their Command Structure in play. Roll high on 1D6 to see who goes first.

TURN SEQUENCE Players take turns. Each turn has 4 phases: Logistics Phase Deploy Phase Attack Phase End Phase

LOGISTICS PHASE Draw 3 Cards. If your deck runs out, you may shuffle your discard and draw from it. You may discard 2 cards from your hand to draw 1 card.

DEPLOY PHASE You may play (deploy) any 3 cards from your hand. Deployed cards are placed face up onto the table in front of you. Deployed cards stay in play until destroyed. Some of your deployed cards may allow you to deploy additional cards.

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Instead of deploying a card, you may issue a Repair Order. A Repair Order removes 1D3 damage counters from your units. Instead of deploying a card, you may draw a card from the top of the deck. Instead of deploying a card, you may put the top card of the discard pile into your hand. Instead of deploying a card, you may issue a Battle Plan Order. A battle Plan Order gives all of your units a +1 to either Move, Force, Range, or Armor. Instead of deploying a card, you may issue a Scout Order. A Scout Order lets you look at your opponents hand.

ATTACK PHASE All of your units with a move greater than zero may attack. Attack with one unit at a time. The target of the attack must be an Infantry unit, Hero, Vehicle, Starcraft, or Building. Units with Stealth cannot be Targeted. The defender may block the attack with another unit if the blocker has a larger Move rating Or Range score than the attacking unit. The blocking unit becomes the target of the attack. Units with Stealth cannot be blocked except by special units. Compare the Range score of the Attacking unit & Defending Target. The Higher Range score attacks first. A unit with Stealth always attacks first regardless of Range. When attacking roll a number of D6 equal to your Force Score. Every roll of 1-3 on 1D6 causes a Damage Token to be placed on the opposing unit. If the number of Damage Tokens equals or exceeds the units Armor rating it is destroyed. Damage tokens remain until repaired. Destroyed units are discarded.

END PHASE Max hand size = 6. Discard excess cards. All Zerg units automatically (regenerate) remove 1 Damage Counter.

EVENT CARDS Have a variety of uses, and are played when appropriate. They are discarded after they take affect.

TERRAN CARD TYPE NOTATION GLOSSARY B = Building S = Spacecraft I = Infantry V = Vehicle H = Hero F = Faction A = Advance E = Event Units = Heroes, Infantry, Vehicles, Spacecraft

TERRAN DECK CARD LIST Card Name Command Center Barracks

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# 1 1

Force 0 0

Armor 10 4

Move 0B 0B

Range 0 0

Notes Command Structure Deploy +1 Infantry

Academy 1 0 3 0B 0 Deploy +1 Advance Factory 1 0 3 0B 0 Deploy +1 Vehicle Machine Shop 1 0 3 0B 0 Vehicles Force +1 Armory 1 0 3 0B 0 Vehicles Armor +1 Starport 1 0 3 0B 0 Deploy +1 Starcraft Control Tower 1 0 3 0B 0 Battle Order +1 Science Facility 1 0 3 0B 0 Starcraft Armor +1 Physics Lab 1 0 3 0B 0 Starcraft Force +1 Covert Ops 1 0 3 0B 0 Infantry Force +1 Supply Depot 2 0 3 0B 0 Hand Size +1 Refinery 1 0 3 0B 0 Draw +1 Card/turn Engineering Bay 1 0 3 0B 0 Deploy +1 Building Bunker 2 0 6 0B 0 Defndng Infantry +3 Armor Missile Turret 2 6 3 0B 30 Vs Space Only ComSat Station 1 0 3 0B 0 Scout Order +1 SCV 6 1 2 1I 1 Build, Mine, Repair Marine 8 2 2 2I 5 Firebat 4 3 1 1I 3 Ghost 2 3 2 3I 8 Stealth Vulture Skimmer 4 3 2 8V 6 Goliath Walker 4 4 4 5V 12 Siege Tank 4 6 6 4V 20 Wraith Fighter 4 4 3 10S 14 Stealth Dropship 2 2 3 6S 6 Transport Science Vessel 2 1D6 3 5S 10 Battlecruiser 2 8 8 4S 24 Stimpacks 1 +1 +1 +1A Infantry Yamato Cannon 1 +6 A +2 Battlecruisers EMP Shockwave 1 +3 A +2 Science Vessels Irradiate 1 +4 A Science Vessels Defensive Matrix 1 +3 A Science Vessels U-238 Shells 1 +2 A Marines Ion Thrusters 1 +2A Starcraft Siege Tech 1 +2 A +2 Siege Tanks Burst Lasers 1 +2 A Wraiths Titan Reactor 1 +2 A Spacecraft Cloaking Field 1 +2 A Wraiths & Ghosts Lockdown Rounds 1 +2 A Ghosts Mobile Buildings 1 +2 A Buildings Scanner Sweep 1 A Scout Order +1 Upgrade Armor 1 +1 A All Units Upgrade Weapons 1 +1 A All Units Omega Squadron 1 +1 F All units Nova Squadron 1 +2F All units Alpha Squadron 1 +1 F +1 All units The Sons of Korhal 1 F Draw +1 card/turn Umojan Protectorate 1 F Hand Size +1 Kel-Morian Combine 1 F Scout Order +1 Arcturus Mengsk 1 3 3 3H 6 Draw +1 card/turn Jim Raynor 1 4 3 4H 8 All Units +1 Force Sarah Kerrigan 1 5 4 5H 10 Stealth Edmond Duke 1 3 3 3H 7 All Units +2 Move Nuclear Strike 1 10 E 0 Vs Building or Ground unit Spidermines 1 5 E 0 Vs Attacking Ground units Notes: SCV = Space Construction Vehicle. Ground units include Infantry and Vehicles. Transport = Deploy +1 Infantry. Build = Deploy +1 Building, Mine = Draw +1 Card, Repair = Repair Orders +1

ZERG CARD TYPE NOTATION GLOSSARY O V S G

= = = =

Organ (Building) Evolution (Advance) Space Unit Ground Unit

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C = Celebrate (Leader) B = Brood

ZERG DECK CARD LIST Card Name # Force Armor Move Range Notes Hatchery 1 10 0O Command Structure Creep Colony 2 4 0O Deploy +1 Organ Spore Colony 2 4 4 0O 20 Versus Space, Detect Extractor 1 3 0O Draw +1 Card Spawning Pool 1 3 0O Deploy Zerglings +1 Evolution Chamber 1 3 0O Deploy Ground Units +1 Lair 1 5 0O Deploy Drones +1 Sunken Colony 2 4 6 0O 8 Versus Ground Hydralisk Den 1 3 0O Deploy Hydralisks +1 Queen’s Nest 1 3 0O Deploy Queens +1 Spire 1 3 0O Deploy Mutalisks +1 Hive 1 3 0O Deploy Overlords +1 Defiler Mound 1 3 0O Deploy Defilers +1 Nydus Canals 1 3 0O All Units Move +2 Ultralisk Cavern 1 3 0O Deploy Ultralisks +1 Greater Spire 1 3 0O Deploy Guardians +1 Larvae 1 0 1 1G 0 Overlord 4 4 4S Detect, Battle Orders +1 Drone 6 1 2 2G 0 Build, Mine Zerglings 8 1 1 4G 0 Hydralisk 6 2 2 3G 6 Mutalisks 4 3 2 7S 4 Scourge 4 6 1 9S 0 Queen 2 4 2 2G 2 Ultralisks 4 8 6 3G 0 Defiler 2 1 2 3G 0 All Units +1 Force Guardian 2 4 4 2G 16 Spawn Broodlings 1 +3 V Queen Infestation 1 V Control Burrow 1 +2 V Ground Units Dark Swarm 1 +3 V Defiler Plague 1 +3 V Defiler Consume 1 +3 V Defiler Pneumatized Carapace 1 +3V Overlord Ventral Sacs 1 V Overlords get Transport Antennas 1 V +1 All Units Metabolic Boost 1 +1 +1V Zerglings Adrenal Glands 1 +2 V Zerglings Upgrade Melee Attacks 1 +1 V Zerglings & Ultralisks Upgrade Missile Attacks 1 +1 V +1 Hydralisks & Defilers Upgrade Carapace 1 +1 V All units Muscular Augments 1 +3V Hydralisks Grooved Spines 1 V +3 Hydralisks Flyer Attacks 1 +2 V Mutalisks & Queens Parasites 1 V Scout +1 Ensnare 1 +3 V Queen Tiamat Brood 1 +1 B Space Units Fenris Brood 1 B Scout Orders +1 Baelrog Brood 1 +1 B Ground Units Garm Brood 1 +1B All Units Jormungand Brood 1 B Deploy +1 Unit Surtur Brood 1 +1 B Ground Units The Overmind 1 C Draw +1 Card Daggoth 1 C Hand Size +1 Zasz 1 C Battle Orders +1 Detect = Negate Stealth ability of all opposing units in play. Control = Take control of Target Infantry Unit

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GAME DESIGNERS NOTES Protoss deck will be posted soon.

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STAR FIEFS INTRODUCTION Card game version of Emporex. Opposing Noble Houses vie for domination in this quadrant of space.

SETUP Determine turn order by coin flips. Shuffle the common deck. Each Player starts with one Homeworld card and 1 Leader Card. Each player starts with 4 Power tokens. Each player draws a hand of 8 cards. Homeworlds and Leaders not used, are removed from play.

VICTORY Players who lose their Homeworld are eliminated. A player may win by eliminating all of his opponents or… The first player to accumulate 8 Power Tokens is the winner and becomes the Governor of the Sector.

TURN SEQUENCE Players alternate turns. The player whose turn it is, is called the active player. A turn consists of the following 8 phases: 1. Draw Phase 2. Intrigue Phase 3. Duel Phase 4. Event Phase 5. Attack Phase 6. Production Phase 7. Recruit Phase 8. Discard Phase

DRAW PHASE Draw 1 card. You may pay 10 Ecos to draw another card. If the deck runs out, shuffle the discard pile, and continue play.

INTRIGUE PHASE Leaders are considered to be personas. You may put a card with the Seduction, or Intrigue trait back in your hand to spy: Look at opponents hand. You may put a card with the Psychic trait back in your hand to look at opponents hand and next card in deck. You may put a card with the Sabotage trait back in your hand: Target opponent must discard 1 random card from his hand. If the discarded card is a psypower or event the saboteur is discarded also. You may put a card with the Seduction trait back in your hand: Target opponent's male persona is put back in his owner's hand. That male persona is immune to this effect for the rest of the game.

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You may put a card with the Assassination trait back in your hand: Discard the top card of the deck: If it is a psypower or event the saboteur is discarded. If it is a Persona, than a target opponent's persona in play is killed (discarded). If it is any other type of card than nothing happens. A player may only make one Assassination attempt per turn. A player may discard a persona card from play or his hand to negate a successful assassination.

EVENT PHASE Certain Events and psypowers may be played during this phase. You may play a psypower card if one of your cards already in play has the trait of psychic. Discard these cards as soon as they are used.

DUEL PHASE If you have a Duelist in play, he may duel an opponent's duelist that is also in play. A Leader may only duel if there are no other duelists on his side. Each player in turn discards the top card of the deck: The military value of the discarded card is that duelist's attack value. Some duelists have a dueling value on the persona's card. This adds to their attack value The duelist with the highest attack value wins. Certain event and psypower cards may be played to modify these values. If the cards are tied, then discard again. The losing duelist is killed (discarded). A player may initiate a maximum of one duel per turn.

ATTACK PHASE The active player is the attacker. The active player may choose not to attack or to attack one target opponent player. Attacker chooses attack mode: Military (M) or Political (P) A card with the transport trait may be played to initiate an extra attack phase that is a military attack. The card is part of the attack. A card with the intrigue trait may be played to initiate an extra attack phase that is a political attack. The card is part of the attack.

MILITARY ATTACKS The attacker must target a world controlled by his opponent. Both players may commit cards he has in play to the battle. Cards committed may include Leaders, Personas, and Armies. The attacker must pay 1 Eco per such cards he commits. The defender must commit the attacked world. Defender cards can only be used by the defender. A player may play a psypower card if one of his deployed cards has the trait of psychic. Events may be played if applicable. In a multiplayer game, other players may play cards in support of the attacker or the defender at their invitation. Starting with the attacker, cards are committed until neither player wants to commit any more cards. The winner is the player with the highest total military value. Only cards in play (not discarded) count towards the total values. In case of a tie the defender wins. If the Attacker wins he puts the target planet into his hand. If the Defender wins, he remains in control of the world.

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The loser must discard one committed Army card. Other cards remain in play.

POLITICAL ATTACKS The attacker must target one of his opponents. Both players may commit cards he has in play to the struggle. Cards committed may include any card with a Political value. A player may play a psypower card if one of his deployed cards has the trait of psychic. Events may be played if applicable. In a multiplayer game, other players may play cards in support of the attacker or the defender at their invitation. Starting with the attacker, cards are committed until neither player wants to commit any more cards. The winner is the player with the highest total political value. Only cards in play (not discarded) count towards the total values. In case of a tie the defender wins. The loser must place one of his non-homeworld committed cards back into his hand. If the Attacker wins he gains control of one of his opponents Political power tokens.

PRODUCTION PHASE The basic monetary unit is the Eco. Use coins to represent Ecos. (1 penny = 1 Eco) Gain a number of Ecos equal to the Economic value of all of your cards in play.

RECRUIT PHASE Put Armies, Personas, Worlds and Organizations into play. A card costs a number of Ecos equal to 1 + its combined Military, Political, and Economic value.

DISCARD PHASE Pay 1 Eco for each army you control or place that army back in your hand. Maximum hand size is 10 cards. Discard excess cards.

CARD LIST CARD NAME Homeworld Baron Gurati Duke Lortran Countess Kadesh Lord Nitrix Imperial Army General Khor cards +2M Sisteria Mistress Diva Sisteria/ Intrigue Emporex Emperors Daughter Mercenary Guild armies Assassins Guild

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VALUE

NOTES

10E/12M/8P 7M/5P 6M/7P 6P 5P/4E 5M 3M

Leader / Leader / Leader / Leader / Army Persona/

9P 7P

Organization/ Psychic/ Intrigue Persona/ Psychic/ All your persona +1P/

12P 8P 2E

Persona/ Psychic/ Intrigue Persona/ Seduction Organization/ Pays upkeep of all your

4E

Organization/ Assassination

Duelist/ Intrigue Duelist+3 Duelist+2/ Seduction Duelist+1/ Psychic Duelist +1/ All your Army

Weapon Merchants cards +2M Imperial Navy Spacing Guild Guild Master Nosovo event Church of Mankind Technopope cannot play Church cards Mercantile Consortium Brotherhood of Machines Galactic Inquisition Inquisitor Travis Black Market Smugglers to draw X cards Crime Lord Imperial Secret Police House Prodigy House Lesser Son House Prince Computus Android Advisor Sector Governor +4E House Diplomat House Agent House Duel Master Duelist House Mentalist House Consort House Daughter Imperial Concubine House Spy Imperial Senate Senator Vahn political battle/ Intrigue Elders of Pyreen Colonial Council Colonial Lobbyist 5th Sector Rebels Rebel Leader +2M & +2P Surgeons of Silex in your hand Paswa Silexian Demagogue Discordian Heretics Imperial Beaurocracy Imperial Aristocracy House Troops Psychic Veterans Anthrosynthetic Berserkers Cyborg Commandos Fanatics Warrior Priests Suicide Squads Desert Warriors Ice Barbarians Jungle Fighters Prisoner Soldiers Subterranean Mutants Solar Templars Feral Amazonians Computus Robot Death Machines Clone Soldiers Colonial Rangers Colonial Legionnaires Imperial Shock Troops

7E

Organization/All your Army and World

9M 9P/10E 8P

Army/ Transport Organization/ Transport/ Intrigue Persona/ Psychic/ Discard to negate an

11P 10P

Organization/ Psychic Persona/ Psychic/ Church/ Opponent

8E 8P 8P 7P 7E

Organization/ All your World cards +2E Organization/ Intrigue Organization/ Assassination/ Church Persona/ Assassination/ Church/ Duelist Organization/ Pay X to discard X cards

6E 4P 3M/5P 4E/4M 4M 4E/2M/2P 2E/2M

Persona/ Duelist/ Sabotage Organization/ Assassination Persona/ Duelist+3/ Psychic Persona/ Duelist+2 Persona/ Duelist+1/ Intrigue Persona/ All your cards +1P Persona/One of your World cards gets

8P 3P 4M

Persona/ Intrigue Persona/ Assassination/ Duelist Persona/ Duelist+3/ Replace target

2P/4M --4P 3P --7P/8E 7P

Persona/ Psychic Persona/ Seduction Persona/ Duelist/ Seduction Persona/ Seduction Persona/ Intrigue/ Duelist Organization/ Your Imperial Cards +2P Persona/ +2P per Opposing Card in

4P 4P/7E 4P/2E 4M/5P 5M/6P

Organization/ Psychic Organization/Your World cards +2E Persona Army/ Sabotage/Transport Persona/ Duelist/Your Rebel cards get

7E

Organization/Pay 10 to put dead persona

P7 3M/6P 5P 9P/6E 4M 6M 7M 4M 2M/3P 5M/6P 3M 5M 3M 1M 1M/3E 4 M 7M/5P 5M 7M 1M/4E 7M 5M 6M

Persona/ Duelist/ Assassination Army/ +2M and +2P vs Church cards Organization/ Sabotage Organization/ Intrigue Army/ +2M When Defending Army/ +6M vs Psychic opponent Army/ +5M When Attacking Army/ Assassination/Sabotage Army/ +1M per opposing card Army/ Psychic Army/ +7M When Attacking Army/ +3M When Defending Army/ +5M When Defending Army/ +7M When Defending Army/ +1M per card you discard Army/ Psychic Army/ Psychic Army/ Seduction Army Army/ +1M per card in your hand Army/ Transport Army/ Discard to draw 1 card Army/ +4 When Attacking

1847

Imperial Centurions Imperial Death Squads Imperial Conscripts Rimspace Pirates Fringe World Partisans Transhuman Supersoldiers Off World Mercenaries Rebel Freedom Fighters Sea Monsters Miners Psychic Natives Lava Projectors discard Stellar Pilgrims Space Traders Quayat - Desert World Parallax- Industrial World Mercurium- Mining World Sanctuary- Ice World hand Computus- Machine World Bolavor -Jungle World Aquara-Ocean World Punah-Pleasure World Griddox-Prison World Yoravar-Shipyard World Fah- Living World Zenceti-Alien Ruins World Eden-Church World Mox-Gem World Hellish-Radioactive World Dalton-Research World Bazarium-Commerce World Seedeen-Hive World Pyreen-Pacifist World Scorch-Volcanic World Marx-Clone World Probability Shift hands & Draw 5 cards FuturePast Time expansion one Dimensional Rift Teleportation Precognition Cosmic Transference opponent's hand Molecular Disruption Mind Slave personality Psychic Persuasion Clairvoyance Telekinetic Maelstrom Domination this battle Sympathetic Convergence Imperial Veto Armageddon Virus Planetary Revolt Betrayal organization Infiltration owners hand Traitor Pax Imperia Psychic Nexus

1848

6M/3P 4M 1M 4M/5E 3M/3P 10M 6M 4M/4P 8M 2M/6E 2M 10M

Army/ +3 When Defending Army/ Assassination Army/ +4 when Defending Army/ Transport Army/ +4 When Defending Army/ Flip coin. If you lose -20M Army/ +2M per card you discard Army/ Sabotage/ +2M vs Imperial cards Army/ Defender Army/Defender Army/ Psychic/ Defender Army/ Defender/ +2M per card you

6P 6E 10M/3E 10E 8E 8M/2E

Organization/ +2P per card you discard Organization/ Discard a card for 4 Ecos

9E/6P 5E/4M 4E/3M 7E 2E 12E 12M/4E 4P/3E 10P/8E 11E 6M/4E 7E 10E 9E 6P/3E 4M/2E 8E ---

Pay 10 to look at top 2 cards of deck

-----

Psypower/ Search discard for 1 card Psypower/ Take another turn after this

--7M -----

Psypower/ Psypower/ Psypower/ Psypower/

9M ---

Psypower Psypower/ Take control of target

10P -------

Psypower Psypower/ Look at opponents Hand Psypower/ Target Army destroyed Psypower/ Take control of target army

--7P -------

Psypower/ Search deck for 1 card Event Event/ Destroy all armies in play Event/ Take control of target World Event/ Take control of target

---

Event/ Target organization goes back to

-------

Event/ Take control of target persona Event/ No Military Attacks next 2 turns Event/ No Psypowers next 3 turns

Put 1 of your persona in play into your

Seduction Transport Psychic Psychic Intrigue Pay 8 to draw 1 card

Psypower/ All players discard their

Opponents discards 3 cards Transport Look at next 7 cards in deck Take 1 random card from

House Bodyguard Poisoned Blade +3 Progenitor Artifact

-------

Event/ Negate Assassination Event/ Discard during Duel to get Duel Item/ Psychic

1849

STAR FLEETS

INTRODUCTION Card game for two players. Battle between opposing fleets in the Star Trek Universe.

THE DECKS Each player gets one unique deck.

DOWNLOAD CARDSET Thanks Zak. This set is awesome! Goto Zaks Site

CARDS Types of cards include: Ships, Personnel, Control, and Combat cards.

FLEET TOTAL Each player starts with a Fleet Total of 100 points.

VICTORY You win if you reduce your opponents Fleet Total to zero points.

SHIPS All ships are designated as Small, Medium, Large, or Fighters. All ships have an Attack Score and a Defense Score. Shield cards played with large ships get Defense +2

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Shield cards played with small ships get Defense -1 Shield cards played with fighters get Defense -2 Evasion cards played with large ships get Defense -1 Evasion cards played with small ships get Defense +3 Evasion cards played with fighters get Defense +4 Ships with Initiative get to attack first in Combat. Ships with Command give Initiative to any one ship every turn.

TURN SEQUENCE Players take turns. Each turn has 4 phases: Warp Phase Deployment Phase Control Phase Combat Phase

WARP PHASE Both players Draw 5 cards. If your deck runs out, shuffle the discard and draw from it.

DEPLOYMENT PHASE Put all Ships you draw into play (face up in front of you). Place Personnel Cards into play onto Ships just deployed. A ship may have a maximum of 1 Captain, 1 Officers, and 1 Crew.

CONTROL PHASE Ships with Detect allow you to look at your opponent’s hand. If the hand contains Cloak cards you may discard one. Discard all Control cards played at the end of this phase.

COMBAT PHASE Declare a target for each of your ships. A target can be any opposing ship or the opponents Fleet. If the defender has any ships not being attacked, those ships may block any attacker they like. A ship does damage equal to its Attack rating. Every ship has a Attack & Defense rating. Attached Personnel add to these ratings. Players may play Combat cards onto their ships to increase the Ship’s Force & Defense ratings. If the Attack total is greater than the target ships Defense Rating, the target is destroyed. The Attacking & Target ships simultaneously do damage to each other. Ships with “Initiative” get to apply their attack first. If a ship is attacked by two or more ships, it applies its Attack rating to them in any combination it likes to the attackers. If a ship is attacked by two or more ships, the attackers combine their Attack ratings but not their Defense ratings. If the Fleet is attacked and the attacker is unblocked, subtract a number of Points from the Fleet Total equal to the Force of the attacking ship. Discard all Combat cards played at the end of this phase. If a ship is destroyed, all of its fighters are destroyed too.

CARD TYPE ABBREVIATIONS 1851

C = Combat (Play in Combat Phase) P = Personnel LS = Large Ship MS = Medium Ship SS = Small Ship F = Fighter X = Control Card (Play in Control Phase)

THE UNITED FEDERATION OF PLANETS CARD LIST Card Name: Offensive Phasers Defensive Phasers Photon Torpedoes Drones Boarding Party Transporter Mines Tractor Beam Shields Evasion Wild Weasel Tactics Non-Violent Combat Legendary Captain Elite Officers Veteran Crew SWAC Shuttle Dreadnaught Heavy Command Cruiser Command Cruiser Strike Carrier Heavy Cruiser Light Cruiser Escort Cruiser Commando Cruiser Destroyer Leader Destroyer Guided Weapons Destyr Scout Battle Tug Emergency Repairs hand Sensors Reinforcements

Number 8 4 4 2 2 2 2 8 8 1 4 1 2 2 2 1 3 1 1 2 3 2 1 1 1 4 1 2 1 2

Type C C C C C C C C C C C C P P P P LS LS MS MS MS MS MS MS MS SS SS SS MS X

Attack +2 +1 +5 +5 +5 +1 +1 +3 +2 +1 9 8 7 1 6 4 4 3 5 5 4 4 5 -

Defense +1 +3 +3 +1 +2 +3 +2 +1 +1 9 8 7 5 7 6 4 4 5 5 5 5 5 -

Notes

4 2

X X

-

-

Ship gains Detect this turn Fleet Total +5

Destroy opposing Fighter or Drone Negate opposing Boarding Party Do 4 Damage to Attacking Ship Negate Evasion Card Negate opposing Boarding Party Destroy opposing Drone Ship gains Initiative this turn Ship gains Initiative Ship gains Detect Ship gains Detect Photon Torpedoes +2 Command Command Carries 5 Fighter Tokens (1/1) "Constitution Class" Boarding Parties +3 Command Drones +3 Detect Put ship in discard into your

THE KLINGON EMPIRE CARD LIST Card Name: Offensive Phasers Defensive Phasers Disruptors Drones Boarding Party Transporter Mines Tractor Beam Shields Evasion Tactics Legendary Captain Elite Officers Veteran Crew C9 Dreadnaught C8 Dreadnaught Space Control Ship

1852

Number 8 4 7 3 3 2 2 8 8 4 2 2 2 1 1 1

Type C C C C C C C C C C P P P LS LS LS

Attack +2 +1 +3 +5 +6 +1 +3 +2 +1 10 10 10

Defense +1 +3 +3 +3 +2 +1 10 11 10

Notes Destroy opposing Fighter or Drone Negate opposing Boarding Party Do 4 Damage to Attacking Ship Negate Evasion Card Negate opposing Boarding Party Ship gains Initiative this turn Ship gains Initiative Ship gains Detect

Command

Heavy Carrier Strike Carrier Command Cruiser D7 Battlecruiser D6 Battlecruiser Drone Battlecruiser D6S Heavy Scout F5 Frigate F5V Light Carrier F5E Combat Escort E4 Escort Emergency Repairs hand Sensors Reinforcements

1 1 1 2 3 1 1 5 1 1 2 1

LS MS MS MS MS MS MS SS SS SS SS X

2 1 6 6 6 5 5 4 1 3 3 -

8 5 6 6 6 6 6 4 3 5 3 -

Carries 6 Fighter Tokens (1/1) Carries 4 Fighter Tokens (1/1) Command Boarding Parties +3 Drones +3 Detect

2 2

X X

-

-

Ship gains Detect this turn Fleet Total +5

Carries 2 Fighter Tokens (1/1) Put ship in discard into your

THE ROMULAN STAR EMPIRE CARD LIST Card Name: Offensive Phasers Defensive Phasers Plasma Torpedoes Boarding Party Transporter Mines Large Nuclear Mine Tractor Beam Shields Evasion Cloak Tactics Legendary Captain Elite Officers Veteran Crew Romulan K9R KillerHawk SuperHawk NovaHawk FireHawk Romulan K7R War Eagle Scout Eagle Commando Eagle Romulan K5R SkyHawk Romulan K4R Warbird Emergency Repairs hand Probes Reinforcements

Number 8 4 5 2 2 1 2 6 8 10 2 1 1 1 1 1 1 1 1 1 4 1 1 2 2 2 2 1

Type C C C C C C C C C C C P P P LS LS LS LS MS MS MS MS MS MS SS SS SS X

Attack +2 +1 +4 +5 +1 +1 +3 +2 +1 10 9 8 8 7 6 5 4 4 4 3 3 2 -

Defense +1 +3 +3 +5 +3 +2 +1 10 9 8 8 7 6 5 5 5 4 4 3 2 -

Notes

2 2

X X

-

-

Ship gains Detect this turn Fleet Total +5

Destroy opposing Fighter or Drone Negate opposing Boarding Do 4 Damage to Attacking Do 6 Damage to Attacking Negate Evasion Card Negate opposing Boarding Ship Ship Ship Ship

gains gains gains gains

Party Ship Ship Party

Initiative this turn Initiative this turn Initiative Detect

Command

Detect Boarding Parties +3

Put ship in discard into your

THE KZINTI HEGEMONY CARD LIST Card Name: Offensive Phasers Defensive Phasers Drones Disruptors Boarding Party Transporter Mines Tractor Beam Shields Evasion Tactics

Number 8 4 6 5 2 2 2 8 8 4

Type C C C C C C C C C C

Attack +2 +1 +5 +3 +6 +1 -

Defense +1 +3 +3 -

Notes Destroy opposing Fighter or Drone Negate opposing Boarding Party Do 4 Damage to Attacking Ship Negate Evasion Card Negate opposing Boarding Party Ship gains Initiative this turn

1853

Legendary Captain Elite Officers Veteran Crew Carrier Strike Cruiser Command Cruiser Battlecruiser Strike Carrier Light Cruiser Escort Frigate Frigate Emergency Repairs hand Probes Reinforcements

2 2 2 3 3 2 3 2 2 2 3 1

P P P LS MS MS MS MS SS SS SS X

+3 +2 +1 2 5 6 6 1 4 3 3 -

+3 +2 +1 7 5 7 7 6 4 4 3 -

Ship gains Initiative Ship gains Detect

2 2

X X

-

-

Ship gains Detect this turn Fleet Total +5

Carries 4 Fighter Tokens (2/2) Drones +3 Command; Drones +3 Carries 4 Fighter Tokens (1/1)

Put ship in discard into your

THE GORN CONFEDERATION CARD LIST Card Name: Offensive Phasers Defensive Phasers Plasma Torpedoes Plasma Shotgun Boarding Party Transporter Mines Tractor Beam Shields Evasion Tactics Legendary Captain Elite Officers Veteran Crew Command Cruiser Battlecruiser Heavy Cruiser Large Scout Carrier Escort Cruiser Commando Cruiser Destroyer Leader Battle Destroyer Destroyer Destroyer Escort Minesweeper Scout Emergency Repairs hand Probes Reinforcements

Number 8 4 5 2 2 2 2 8 8 4 2 2 2 1 2 3 1 1 1 1 1 3 3 1 1 1 1

Type C C C C C C C C C C P P P LS LS MS MS MS MS MS SS SS SS SS SS SS X

Attack +2 +1 +4 +3 +6 +1 +3 +2 +1 9 8 7 5 2 6 6 5 5 4 3 2 3 -

Defense +3 +3 +3 +2 +1 9 8 7 6 6 7 7 5 5 4 5 4 4 -

Notes

2 2

X X

-

-

Ship gains Detect this turn Fleet Total +5

Destroy opposing Fighter or Drone Destroy opposing Fighter Negate opposing Boarding Party Do 4 Damage to Attacking Ship Negate Evasion Card Negate opposing Boarding Party Ship gains Initiative this turn Ship gains Initiative Ship gains Detect Command Detect Carries 4 Fighter Tokens (1/1) Boarding Parties +3 Command

Mines +3 Detect Put ship in discard into your

THE THOLIAN HOLDFAST CARD LIST Card Name: Offensive Phasers Defensive Phasers Boarding Party Transporter Mines Tractor Beam Shields Evasion Tactics Legendary Captain Elite Officers Veteran Crew

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Number 8 4 2 2 2 8 8 4 1 2 2

Type C C C C C C C C P P P

Attack +2 +1 +6 +1 +3 +2 +1

Defense +3 +3 +3 +2 +1

Notes Destroy opposing Fighter Negate opposing Boarding Do 4 Damage to Attacking Negate Evasion Card Negate opposing Boarding

or Drone Party Ship Party

Ship gains Initiative this turn Ship gains Initiative Ship gains Detect

Tholian Webs Command Corvette Destroyer Patrol Corvette Black Widow Scout Patrol Escort Commando Ship Emergency Repairs hand Probes Reinforcements

10 2 4 5 3 2 2 1 1

C MS MS SS SS SS SS SS X

+3 3 4 3 3 2 2 2 -

+5 4 3 3 2 3 4 3 -

Negate Evasion & Drone Cards Command

2 2

X X

-

-

Ship gains Detect this turn Fleet Total +5

Webs +1/+1 Detect Boarding Parties +3 Put ship in discard into your

THE HYDRAN KINGDOM CARD LIST Card Name: Fusion Beam FB Overload FB Suicide Overload Hellbore Fusion Bomb Offensive Phasers Defensive Phasers Boarding Party Transporter Mines Tractor Beam Shields Evasion Tactics Legendary Captain Elite Officers Veteran Crew Paladin Dreadnaught Lord Marshall Cruiser Cavalier Heavy Carrier Ranger Cruiser Dragoon Cruiser Lancer Destroyer Horseman War Cruiser Destroyer Escort Uhlan Carrier Traveler Light Cruiser Knight Destroyer Hunter Frigate Cuirassier Frigate Scout Escort Hunter Emergency Repairs hand Probes Reinforcements

Number 6 2 1 4 4 4 2 2 2 8 8 4 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Type C C C C C C C C C C C C P P P LS MS LS MS MS MS MS MS MS MS MS SS SS SS SS X

Attack +3 +5 +7 +6 +2 +1 +4 +1 +3 +2 +1 9 5 2 2 5 2 3 2 1 5 4 3 3 1 2 -

Defense -1 -2 +3 +3 +3 +2 +1 9 7 5 4 7 4 3 4 4 5 4 2 3 2 3 -

Notes

2 2

X X

-

-

Ship gains Detect this turn Fleet Total +5

Negate opposing Shields Destroy opposing Fighter Negate opposing Boarding Do 4 Damage to Attacking Negate Evasion Card Negate opposing Boarding

or Drone Party Ship Party

Ship gains Initiative this turn Ship gains Initiative Ship gains Detect Command, 2 Fighter Tokens (1/1) Carries 7 Fighter Tokens (1/1) Carries 3 Fighter Tokens (1/1) Carries 1 Fighter Token (1/1) Carries 1 Fighter Token (1/1) Carries 2 Fighter Tokens (1/1) Carries 2 Fighter Tokens (1/1) Carries 5 Fighter Tokens (1/1)

Detect Put ship in discard into your

THE LYRAN STAR EMPIRE CARD LIST Card Name: Number Expanding Sphere Gnrtrs Drone Offensive Phasers 8 Disruptor 4 Defensive Phasers 4 Boarding Party 2 Transporter Mines 2 Tractor Beam 2 Shields 8 Evasion 4

Type 10

Attack Defense Notes C +2 +1

C C C C C C C C

+2 +3 +1 +5 +1 -

+3 +3

Destroy Fighter, Mine or

Destroy opposing Fighter Negate opposing Boarding Do 4 Damage to Attacking Negate Evasion Card Negate opposing Boarding

or Drone Party Ship Party

1855

Tactics 4 Legendary Captain 2 Elite Officers 2 Veteran Crew 2 Lion Dreadnaught 1 SaberTooth Tiger Mauler Wildcat Battlecruiser 1 Tiger Heavy Cruiser 3 Panther Light Cruiser 1 Leopard Destroyer 1 Cheetah Frigate 1 Ocelot Scout 1 Escort Frigate 1 Siberian Tiger Carrier 1 Jaguar War Cruiser 3 Alleycat War Destroyer 1 Puma Battle Tug 1 Cougar Battle Tug 1 Emergency Repairs 1 hand Sensors 2 Reinforcements 2

C P P P LS 1 LS MS MS MS SS SS SS MS MS MS MS MS X

+3 +2 +1 11 LS 8 6 4 4 4 2 3 2 5 5 4 6 -

+3 +2 +1 11 10 9 7 5 4 2 3 4 7 6 4 6 6 -

X X

-

-

Ship gains Initiative this turn Ship gains Initiative Ship gains Detect 6

Detect Carries 4 Fighter Tokens (1/1)

Put ship in discard into your Ship gains Detect this turn Fleet Total +5

FAQ'S 1Q) Unblocked attack: only possible when there are no enemies or also in the case when the attacker has more ships than the defender? 1A)Or if you target opponents fleet and he declines to block. 2Q) The effect of a card must be applied (an then the card is discarded) or you can choose? As an example: shields; you can choose to use them or play the card to negate a boarding party card. 2A)You get all benefits of the card when you play it. If you play shields on your ship you get defense +3 & you negate a boardng party card if one was or is played against that ship. 3Q) Combat cards that do not have an effect clearly stated as "this turn ..." are left on the ship at the end of the turn if the ship is not destroyed or you must discard them in any case? 3A)Only Personnel remain from turn to turn. Combat cards are discarded.

GAME DESIGNERS NOTES Need to get info on the Orions, etc.

LINKS Starfleet Games

1856

STAR TREK RPG SOLO CARD AND DICE GAME By C Gerard Luft

INTRODUCTION Although my favorite Science Fiction RPG has, is and always will be TRAVELLER (my favorite genre is Classic Space Opera; though DOCTOR WHO is always number one with me, I never classify it as a specific genre), I always had a soft spot in my heart for Roddenberry's utopian Star Trek. A veteran of the FASA STAR TREK RPG, The adventures I loved the most were the basic explore, first contact, go where no man has gone before on a Constitution Class Star Ship. This game captures that feel. Although I loved the FASA game, I am trying to be progressive, so I have used a VERY SIMPLIFIED system based off the new Decipher Star Trek RPG. You will need 2 six-sided dice and a card deck composed of the STAR TREK CARD LIST below. I have also included a STAR TREK: THE NEXT GENERATION CARD

LIST, STAR TREK: THE MOTION PICTURES CARD LIST, STAR TREK: THE ADVENTURES OF CAPTAIN SULU! CARD LIST and the crew from the ENTERPRISE-B in a STAR TREK: GENERATIONS CARD LIST (give Capt. Harriman a chance; he's just green).

THE TURN Each turn represents traveling at warp speed, orbiting and scanning, and beaming down to explore an unknown planet. You begin the game with the ENTERPRISE, KIRK, SPOCK and MC COY cards on the table. All the rest are shuffled up into one deck. Draw one card from the deck each turn. SHORE LEAVE!: If the card you draw is a crew person, add that character to your other cards (representing your Landing Party/ Bridge Officers). The turn is then over, so proceed to the next planet. FIRST CONTACT: If you draw a First Contact card, roll 2d6. If it is equal to or less than the score for the highest COMMAND OFFICER PROFESSION score of your cards in play, you succeed in making first contact. If you fail, the newly discovered aliens become hostile. Proceed to INVADERS below in order to resolve the conflict. INVADERS: If you draw a KLIGON SOLDIER OR CAPTAIN, or a ROMULAN SOLDIER OR COMMANDER, a fight ensues (complete with Phasers and round-house punches)! You must roll on a 2d6 equal to or less than the score of the highest SECURITY PROFESSION score or MEDICAL PROFESSION score of your cards in play, in order to avoid a casualty. If you fail, you must discard a card from your characters in play. Security goes first (it's that red shirt thing), then command, then science, and finally medical. SPACE COMBAT: If you draw a KLINGON or ROMULAN starship card, the ship attacks the ENTERPRISE: 1. The Klingon or Romulan ship goes first (it's a Star Fleet directive thing) " ENEMY SHIP: roll 2d6 +6 " ENTERPRISE: roll 2d6 + highest OPERATIONS OFFICER PROFESSION + 1 for each addition character in play with OPERATIONS OFFICER PROFESSION. " If the enemy's roll is greater than the Enterprise's roll, then the

1857

Enterprise is dead in space and the game is over. 2. The ENTERPRISE goes next " ENTERPRISE: roll 2d6 + highest COMMAND OFFICER PROFESSION +1 for each additional card in play with COMMAND OFFICER PROFESSION. " ENEMY SHIP: roll 2d6 + 6 " If the ENTERPISE'S roll is higher than the ENEMY SHIP'S roll, then the ENEMY SHIP is defeated. If not, return to step 1 and continue the combat.

TO BOLDLY GO WHERE NO MAN HAS GONE BEFORE: If you draw a TO BOLDY GO WHERE NO MAN HAS GONE BEFORE card, roll 2d6. If the roll is equal to or less than the card in play with the highest SCIENCE OFFICER PROFESSION or OPERATIONS OFFICER PROFESSION, then you succeed in a great discovery. If you roll greater then the score, then the ENTERPRISE is disabled, and the game is over.

WINNING If you make it through the deck, you win!

CARD LIST ABBREVIATIONS COMMAND OFFICER = CO SCIENCE OFFICER = SO MEDICAL = MD OPERATIONS OFFICER = OO SECURITY = SEC COUNSELOR = CN CN may be used for COMMAND OFFICER PROFESSION ROLL for FIRST CONTACT only

STAR TREK CARD LIST CARD Capt. James T. Kirk, Commanding Officer Cmdr. Spock, Executive Officer Lt. Cmdr. Leonard Mc Coy, MD, Chief Medical Officer Lt. Cmdr. Montgomery Scot, Chief Engineer Lt. Uhura, Operations Officer Lt. Sulu, Helmsman Ens. Pavel Chekov, Navigator Lt. Bailey, Tactical Officer Lt. Grant, Security Officer USS. ENTERPRISE UFP FIRST CONTACT KLINGON D-7 CLASS BATTLE CRUISER KLINGON SOLDIERS KLINGON CAPTAIN ROMULAN BIRD OF PREY CLASS CLOAKED CRUISER ROMULAN SOLDIERS ROMULAN COMMANDER TO BOLDY GO WHERE NO MAN HAS GONE BEFORE

# 1 1 1 1 1 1 1 1 1 1 8 2 4 2 2 4 2 8

PROFESSION CO 8 CO 4 and SO MD 8 OO 8 OO 4 CO 4 CO 2, SO1, and SEC 1 CO 2 and SEC 2 SEC 3

STAR TREK: THE NEXT GENERATION CARD LIST When playing a STAR TREK: THE NEXT GENRATION GAME, you begin with the ENTERPRISE, RIKER, DATA and WORF CARDS. CARD # PROFESSION Capt. Jean-Luc Picard, Commanding Officer 1 CO 8 Cmdr. William T. Riker, Executive Officer 1 CO 6 Lt. Cmdr. Data, Operations Officer 1 OO 10

1858

Cmdr. Beverly Crusher, MD, Chief Medical Officer Lt. Cmdr. Geordie La Forge, Chief Engineer Lt Cmdr. Deanna Troi, Counselor Lt. Worf, Tactical Officer Ens. Ro Laren, Con Officer USS ENTERPRISE KLINGON VOR'CHA CLASS BATTLE CRUISER KLINGON SOLDIERS KLINGON CAPTAIN ROMULAN WARBIRD CLASS CLOAKED CRUISER ROMULAN SOLDIERS ROMULAN COMMANDER FIRST CONTACT TO BODLY GO WHERE NO ONE HAS GONE BEFORE

1 1 1 1 1 1 2 4 2 2 4 2 8 8

MD 8 OO 5 and CO 3 CN 6 SEC 4 and CO 3 CO 2

STAR TREK: THE MOTION PICTURES CARD LIST: CARD Capt. James T. Kirk, Commanding Officer Capt. Spock, Executive Officer Cmdr. Leonard Mc Coy, MD, Chief Medical Officer Capt. Montgomery Scot, Chief Engineer Cmdr. Pavel Chekov, Tactical Officer Cmdr. Uhura, Operations Officer Lt. Saavik, Helmsman FIRST CONTACT TO BODLY GO WHERE NO MAN HAS GONE BEFORE KLINGON K'TINGA CLASS BATTLE CRUISE KLINGON SOLDIERS KLINGON CAPTAIN ROMULAN BIRD OF PREY CLOAKED CRUISER ROMULAN SOLDIERS ROMULAN COMMANDER USS ENTERPRISE-A

# 1 1 1 1 1 1 1 8 8 2 4 2 2 4 2 1

PROFESSION CO 9 CO 7 and SO11 MED 9 OO9 CO 6, SO3, SEC 4 OO 6 CO 4 and SO 3

STAR TREK: THE ADVENTURES OF CAPTAIN SULU! CARD LIST CARD Capt. Sulu, Commanding Officer Cmdr. Henreid, Executive Officer Cmdr. Janice Rand, Operations Officer Lt. Cmdr. Dmitri Valtane, Science Officer Lt. Cmdr. Lojur, Con Officer Ens. Tuvok, Tactical Officer FIRST CONTACT TO BODLY GO WHERE NO MAN HAS GONE BEFORE KLINGON K'TINGA CLASS BATTLE CRUISER KLINGON SOLDIERS KLINGON CAPTAIN ROMULAN BIRD OF PREY CLOAKED CRUISER ROMULAN SOLDIERS ROMULAN COMMANDER USS EXCELSIOR

# 1 1 1 1 1 1 8 8 2 4 2 2 4 2 1

PROFESSION CO 8 CO 6 OO 6 SO 5 CO 5 CO 2, SEC 2, SO 2

STAR TREK GENERATIONS CARD LIST (ENTERPRISE-B) CARD Capt. John Harriman, Commanding Officer Cmdr. Voigt, Executive Officer Lt. Cmdr. Mark Tobiaston, Operations Officer Lt.J.G. Tuvok, Tactical Officer

# 1 1 1

PROFESSION CO 7 CO 6 and SO 6 OO 6 1 CO 3, SEC 3, SO 2

1859

Ens. Damara Sulu, Con Officer FIRST CONTACT TO BODLY GO WHERE NO MAN HAS GONE BEFORE KLINGON K'TINGA CLASS BATTLE CRUISE KLINGON SOLDIERS KLINGON CAPTAIN ROMULAN BIRD OF PREY CLOAKED CRUISER ROMULAN SOLDIERS ROMULAN COMMANDER USS ENTERPRISE-B

1 8 8 2 4 2 2 4 2 1

CO 2

FEEL FREE TO CUT AND PASTE SOME STAR TREK CARDS AT THE LINKS BELOW: STAR TREK CARDS: Download

STAR TREK: THE NEXT GENERATION CARDS: Download

STAR TREK: THE MOTION PICTURES CARDS: Download

1860

STAR WARS CAMPAIGN INTRODUCTION Star Wars Theme. Module for the Warp Empires system. You must use the Warp Empires system to play this game.

MAP Over half the territories are empty space. Revenue generating spaces are planets. Coruscant is in the middle of the map.

VICTORY The Rebels win if Coruscant and the Emperor, and Darth Vader are captured. The Empire wins if all Rebel Leaders in play are captured.

SETUP The only leaders that automatically begin in play are Luke, Leia, the Emperor, and Darth Vader. The Empire player begins in control of Coruscant and starts with 5 random units. The rebel player starts on any planet on the edge of the map and goes first. The rebel player starts with 4 random units.

ACTION DECK Players share a common Action deck.

PLANET LIST Planet Tatooine Alderaan Belt Sullust Kessel Gamorr Kashyyyk Bespin Bpfassh Denab Talus Yaga Minor Umgul Kothlis Orto Sluis Van Hoth Corellia Yavin Dagobah Endor Calimari Coruscant

Revenue 2 1 3 3 2 2 2 2 3 2 2 2 2 2 2 1 4 1 1 1 4 5

1861

UNIT DECK ABBREVIATIONS B = Bombardment units P = Point defense units T = Transport

BATTLE RULES Units that are not Leaders or fighter squads are Capital Ships. The side with the most bombardment units gets +2 Force. The side with the most Point defense units gets +2 Force. You may only take control of a planet in control phase if The occupying unit has Bombardment, Transport, or Diplomacy traits. A Leader cannot be captured unless there is a leader in the opposing stack. Instead of being captured the Leader is put into the chit pile. Leaders on the Winning side are never captured.

IMPERIAL UNIT DECK Name Star Galleon Carrack Light Cruiser Republic Dreadnaught Imperial Escort Cruiser Galleon Super Star Destroyer Lancer Frigate Strike Cruiser Assault Transport Interdictor Cruiser Victory Destroyer Victory II Star Destroyer Imperial Star Destroyer Imperial II Star Destroyer Death Star Tie Fighter Squad Tie Interceptor Squad Tie Defender Squad Tie Bomber Squad Darth Vader Emperor Palpatine Grand Moff Tarken Boba Fett Veers Piet Jerjerrod Imperial Base Ion Cannon Shield Generator

Move S F S

M S M F M M F F F F F F F 0 0 0

# 1 1 1 M 1 1 1 1 1 1 2 1 M 1 1 7 4 3 3 1 1 1 1 1 1 1 7 3 5

F 2 4 3 1 1 15 6 5 3 3 4 6 1 8 25 1 2 2 1 5 5 3 4 2 2 2 1 5 3

Type T P B 3 T B P B T P B B 5 B B P P P B L L L L L L L F F F

Move M M F F M M M M

# 1 1 1 1 1 1 1 2

F 4 8 5 5 15 4 3 6

Type P B P B B P B B

M M M M F M M M

Notes

B

B

Force Aware, Diplomacy Force Aware, Diplomacy Diplomacy

REBEL DECK Name Corellian Frigate Dauntless Cruiser Corellian Gunship Liberator Cruiser Bulwark Battlecruiser Nebulon-B Frigate Alliance Dreadnaught Mon Calamari Cruiser

1862

Notes

Bulk Cruiser Bulk Transport Medium Transport Alliance Escort Carrier Corellian Capitol Ship Corellian Corvette Assault Frigate Millennium Falcon A-Wing Squad B-Wing Squad X-Wing Squad Y-Wing Squad Luke Skywalker Han Solo Princess Leia Obi-Wan-Kenobi Lando Calrissian Mon Mothma Jan Dodanna Rebel Base Ion Cannon Shield Generator

M S M M M M F F M M M F F F F F F F 0 0 0

1 1 1 1 1 M 1 1 5 4 4 4 1 1 1 1 1 1 1 7 3 5

2 1 1 2 5 1 5 3 1 2 2 1 5 4 4 4 3 4 3 1 5 3

B T T T B 5 B P P B P P L L L L L L L F F F

P

Force Aware Diplomacy Force Aware Diplomacy Diplomacy

ACTION DECK Card Name Tactical Move Operational Move Strategic Move Turbolasers Ion Cannons Laser Cannons Weak Spot Stand Off Force Strafing Run Bothan Spies Daring Rescue Probe Droid Imperial Agents Sabotage Incite Uprising Use the Force Surprise Attack

# 8 6 4 2 2 2 2 2

Notes Move 1 stack Move 2 stacks Move 3 stacks Battle: Capital ships get +1 Force Battle: Target Capital ship reduced to 0 Force Battle: Destroy target Fighter Squad Battle: Destroy target Capitol Ship Battle: Capital ships with Bombardment trait get +2

2 2 2 2 2 2 2 2 2

Battle: Fighter squads get +2 Force Rebels: Look at opponents hand or chits in target stack Rebels: Put captured Leader back into play Empire: Look at chits in target stack Empire: Look at opponents hand Destroy target Fortification Remove control marker from target planet Battle: Force Aware character gets +7 Force. Battle: Your side gets +5 Force.

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STARWARS DOGFIGHT INTRODUCTION Board & card game for 2 players. Battle between Rebel & Imperial Space Fighters. Takes place in the Star Wars Universe. Each figure represents one Space Fighter.

DISCLAIMER ‘Star Wars’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY Destroy 5 enemy Fighters and the rest will flee.

THE MAP Use an 8x8 chessboard.

THE FIGHTERS Use chits or miniatures to represent Fighters.

UNITS TABLE NOTATION # = Number of that type of unit each player has in setup. Move = The types of Move Cards the unit can use. Range = The types of Attack Cards the unit can use.

REBEL FIGHTER TABLE Name A-Wing B-Wing X-Wing Y-Wing

# 2 2 2 2

Move 6 4 5 4

Range 3 4 4 3

EMPIRE FIGHTER TABLE Name TIE Fighter TIE Interceptor

# 6 2

Move 5 6

Range 3 4

SETUP Each player places one Fighter on each square of his back two rows. Units may not stack.

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THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Vector Phase Move Phase Fire Phase

VECTOR PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your Fighters. Fighters cannot move through other units except for Knight type moves. The move card has a number. This is the number of spaces the Fighter moves. The Fighter tables list what type of Move cards each unit can use. Moves are diagonal or orthogonal. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card.

FIRE PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. This is the range of the attack. Attacks are diagonal or orthogonal. The enemy unit that is the target of the attack is automatically killed and removed from the map. Units cannot attack through other units except for Knight type attacks.

CARD LIST NOTATION M = Movement A = Attack D = Defense K = As a Knight moves in Chess Type = Purpose of card # = Number of that type of card in the deck

CARD LIST Card Name: Maneuver Loop Break away Pursuit

# 5 5 5 4

Range 1 2 3 4

Type M M M M

Notes

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Dive Afterburners Blasters Attack Run Targeters Fire-Linked Evasion Deflector Shields Ion Thrusters Laser Cannons Agility Ion Cannons Laser Turret Tight Turns Laser Cannons Tactics

LINKS Starwars Project

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3 2 5 5 5 5 4 2 2 2 2 2 2 4 2 2

5 6 1 2 3 4 K 5 3 K 5 -

M M A A A A D D M A D A A D A X

Rebels Only Imperials Only X-Wings Only A-Wings Only B-Wings Only Y-Wings Only TIE Fighters Only Interceptors Only Draw 2 cards

STAR WARS FLEETS INTRODUCTION Card game for 2 players. Star Wars Universe Fleet Actions. Rebel Fleet vs Imperial Fleet.

DISCLAIMER Star Wars is a copyrighted, licensed, trademarked property. This is merely a Fan site.

THE DECKS Each player has their own unique deck.

CARDS There are 4 types of cards: Capitol Ships Fighter Squads Personalities (captains or pilots) Action Cards Note: Capitol Ships & Fighter Squads are collectively referred to as spacecraft.

OBJECTIVE Reduce your opponent to zero Fleet Points.

FLEET POINTS Each player starts the game with 100 Fleet Points (FP).

SETUP Each player draws a hand of 7 cards. Draw a card to see who goes first. The highest Force ship wins.

TURN SEQUENCE Players take turns. Each turn has 3 Phases: Maneuver Phase Deployment Phase Attack Phase

MANEUVER PHASE Draw 3 Cards from your deck. Max hand size is 10 cards. Discard excess cards. If the deck runs out, shuffle the discard and draw from it.

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DEPLOYMENT PHASE Put Capitol Ships, Fighter Squads, and Personalities into play. Cards in play are put face up onto the Table. The cost in Fleet points to deploy a card is equal to its Force. [For Example: to deploy the Death Star (Force = 25) would drop the Imperial players FP total from 100 to 75.] Personality cards must be attached to a spacecraft. Captains can only be attached to Capitol Ships. Pilots can only be attached to Fighter Squads. If you deploy a Transport, draw a card.

ATTACK PHASE Spacecraft cannot attack the same turn they are deployed. You may attack with some, all, or none of your spacecraft in play. Each unblocked spacecraft does damage to your opponents FP Total equal to the Spacecraft’s modified Force Total (Modified by Action cards and attached Personalities) Your opponent may block with his spacecraft in play. Several spacecraft may combine to block one attacking spacecraft. Compare the Force total of an attacker and a blocker. The Spacecraft with the smaller Force is destroyed (discarded). Action cards are discarded after they are used. Instead of targeting the opponents FP Total, spacecraft that are unblocked may do damage to any one enemy spacecraft (now considered to be blocking) in play.

CARD LIST NOTATION C F P J A #

= = = = = =

Capitol Ship Fighter Squad Personality Jedi Action Card Number of that card in the deck

IMPERIAL UNIT DECK Name: Star Galleon Carrack Light Cruiser Republic Dreadnaught Imperial Escort Cruiser Galleon Super Star Destroyer Lancer Frigate Strike Cruiser Assault Transport Interdictor Cruiser Victory Destroyer Victory II Star Destroyer Imperial Star Destroyer Imperial II Star Destroyer Death Star Tie Fighter Squad Tie Interceptor Squad Tie Defender Squad Tie Bomber Squad Darth Vader Emperor Palpatine Grand Moff Tarken Boba Fett & The Slave-1

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# 1 1 1 1 1 1 1 1 1 2 1 1 1 7 4 3 3 1 1 1

F 2 3 3 1 1 15 5 4 3 2 4 6 1 8 25 2 2 3 1 +7 +6 +5 1

Type C C C 2 C C C C C C C C 5 C C F F F F PJ PJ P 4

Notes Transport +3 if Unblocked C +3 if Blocking Transport +3 vs Fighter Squads +3 if Attacking Transport +3 vs Capitol Ships C

+2 vs Fighter Squads +3 vs Capitol Ships Captain Captain, All Capitol Ships get +1 F Cannot be Blocked

Veers Piet Jerjerrod Turbolasers Ion Cannons damage Laser Cannons Critical Hit Stand Off Close Assault Strafing Run Use the Force Surprise Attack attack Reinforcements Strategic Maneuver Encirclement Treachery Shields Ship Evasion Squad Breakthrough blocked

1 1 1 2 2

+4 +3 +2 -

P P P -

Captain, +2 if Attacking Captain, +2 vs Capitol Ships Captain, +2 if Unblocked Capital Ship gets +5 Target Capital ship does no

2 2 2 2 2 2 2

-

-

Destroy blocked Fighter Squad Destroy blocked/-ing Capitol Ship Blockers get +2 each Attackers get +2 each Fighter Squad gets +5 Jedi gets +7 Spacecraft just deployed can

2 2 2 2 2

-

-

Gain 7 Fleet Points Draw 3 cards Opponent discards 3 random cards Personality gets +5 Negate target attack vs Capitol

2

-

-

Negate target attck vs Fighter

2

-

-

Target spacecraft cannot be

# 1 1 1 1 1 1 1 2 1 1 1 1 1

Type C C C C C C C C C C C C C 4 C F F F F F F PJ P P P PJ P -

Notes

1 1 4 3 5 1 4 1 1 1 1 1 1 2 2

F 4 8 4 5 15 3 3 6 2 1 1 2 4 1 4 3 2 4 3 5 2 +7 +5 +3 +4 +6 +2 -

2 2 2 2 2 2

-

-

REBEL DECK Name: Corellian Frigate Dauntless Cruiser Corellian Gunship Liberator Cruiser Bulwark Battlecruiser Nebulon-B Frigate Alliance Dreadnaught Mon Calamari Cruiser Bulk Cruiser Bulk Transport Medium Transport Alliance Escort Carrier Corellian Capitol Ship Corellian Corvette Assault Frigate Millennium Falcon A-Wing Squad B-Wing Squad X-Wing Squad Rogue Squadron Y-Wing Squad Luke Skywalker Han Solo Princess Leia Admiral Akbar Obi-Wan-Kenobi Lando Calrissian Turbolasers Ion Cannons damage Laser Cannons Critical Hit Stand Off Close Assault Strafing Run Use the Force

+3 vs Fighters +3 vs Fighters +3 if Blocking Transport Transport All your Fighters get +1 +3 vs Capitol ships C +3 if Unblocked +3 if Attacking Cannot be Blocked +2 vs Fighter Squads Cannot be Blocked +2 vs Capitol Ships Pilot Captain Captain Captain, All Capitol Ships get +1 Captain Captain, +2 if Attacking Capital Ship gets +5 Target Capital ship does no Destroy blocked Fighter Squad Destroy blocked/-ing Capitol Ship Blockers get +2 each Attackers get +2 each Fighter Squad gets +5 Jedi gets +7

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Surprise Attack attack Reinforcements Strategic Maneuver Encirclement Heroism Shields Ship Evasion Squad Breakthrough blocked

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2

-

-

Spacecraft just deployed can

2 2 2 2 2

-

-

Gain 7 Fleet Points Draw 3 cards Opponent discards 3 random cards Personality gets +5 Negate target attack vs Capitol

2

-

-

Negate target attck vs Fighter

2

-

-

Target spacecraft cannot be

STAR WARS- A NEW HOPE BY SIR GERARD LUFT, KDM Luke, Han and Leia need to get back to the Millennium Falcon in the Death Star’s Docking Bay. But Vader and his minions are in hot pursuit.

Introduction This game is played with two players. Each player begins with three characters cards and there own deck, as detailed below.

Set Up Light Side Character Cards

Character Luke Skywalker Leia Organa Han Solo

Power 3 3 3

Toughness 3 3 3

Force 4 3 3

Power 4 3 1

Toughness 4 3 1

Force 6 2 1

Dark Side Character Cards

Character Darth Vader Boba Fett Stormtrooper Deck

Area Power Death Star Command Center 1 Death Star Detention Block 0 Death Star Docking Bay Control 0 Room Death Star Core Shaft Corridor 0

# in Deck 8 8 8 8

Miniatures and Map If you have any problem keeping track of who is in what area each turn, draw up a map of the Death Star (or use the boards from the Escape from the Death Star Miniature Game) and pull out your Star Wars actions figures or miniatures! (As a matter of fact, these game rules were modified from the D20 Star Wars Fast Play Rules.

The Turn Each player lays his character cards (and miniatures) out face up before him. Then they draw a card from their deck for each of their characters, going right to left. The cards

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drawn indicate which area of the Death Star each individual character is that turn (If random location seems unrealistic, one merely needs to watch a few episodes of Doctor Who, Star Wars Episode IV, or any early seasons of Star Trek: the Next Generation, to see the heroes running “like chickens with their heads off” trying to save their derrières; it’s just the fun of true space operas!). If any character is in the same area with an opponent character, they may attack that opponent. (e.g., Luke, Leia, Boba Fett and the Storm Trooper are in the Command Center). Before a conflict occurs, players must decide if they wish to Tap (rotate 90 degrees/ AKA siding) a character to use the Force to Support another character in the same area (e.g., Leia taps to support Luke, and Darth Vader taps to support Boba Fett. Characters tapped due to damage taken in previous turns can not be tapped to support. The attacking characters must choose their targets. A character that is tapped to support can not be targeted. If there is a character that is tapped due to damage, then that character can be targeted. Only characters tapping to support are exempted from being targeted. Players should take turns attacking. However all attacks are considered to be simultaneous. A player draws one card from their deck for each character attacking. The character can draw more than one card if any other characters are tapped to support him or her (e.g., Tapping Leia when in the same area as Luke allows Luke to draw three additional Attack Draws when he enters into a Conflict). A character can only receive as many points of Force as he has as his Force Level (i.e., If Leia- Force 3 and Han- Force 3, both tap to support Luke, Luke- Force 4 can only receive 4 of the 6 points of force supporting him). Each card in the deck has a Power score (either 0 or 1). Take the character’s Power score and add that number of +1’s that he or she received from their attack draw(s). If the modified Power of the character attacking is greater than the Toughness score of their target, then that character has been injured. The first time a character is injured, that character card is tapped. For the remainder of the game, that injured character can not tap to support another card in the same area. Also, if that tapped character is successfully hit again, then it is removed from the game. After all conflicts have been resolved, characters that were tapped to support are untapped. The cards drawn for character location and Attack Draws are discarded. One does not need to reshuffle the discard pile each turn. But if one does, the probability balance will be much more accurate (this we found after doing some serious play testing with this game). The turn sequence repeats until all characters on one side are defeated. The player with the last man standing is the winner.

SW:NH Thoth files: http://www.angelifire.com/games4/doctorwhoeyespy/swnh.zip (If you have problems with this link, just copy and paste it to your browser.)

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STARMAGEDDON By Matt R. [email protected]

SHIPS TYPE Transport Battle Station Dreadnaught Battleship Carrier Cruiser Destroyer Gunboat Fighter Squad

COST 1 8 7 6 5 4 3 2 1

MOVE 1 0 1 2 2 3 4 5 6

HITS 30 100 80 60 40 40 20 10 5

WEAPONS 10 10 8 6 2 4 2 1 1

NOTES Use for scenario victory conditions Can carry 10 Fighter Squads Can carry 6 Fighter Squads Also: Frigate Also: Escort, Scout Not Jump capable

SHIP DESCRIPTIONS Cost = Does not include cost of weapons Move = Number of spaces moved or hex facings turned Hits = Damage before ship is destroyed Weapons = Number of Weapon Systems that can be mounted A Battle Station can repair 1 hit per turn to itself or to a friendly docked (in same space) ship Docked ships cannot attack One move point can be used to move the ship forward one hex or for one 60 degree turn.

TURN SEQUENCE 1. 2. 3. 4.

Initiative- Roll high to see which player goes first this turn. Move ships. Fire Weapons: Roll to hit & for Damage. Next Player repeats steps 2 & 3.

TO HIT ROLLS Attacks hit on a roll of 7+ on 1D10. The ranges listed are long range. Attacks at half this distance (rounded up) are +1 to hit. Attacks into adjacent hexes (point blank) are +2 to hit. A ship can attack with all of its ranged weapons, once per turn. Ranges of weapons used by fighters are half of those listed.

CRITICAL DAMAGE TABLE D12 System Damaged Notes 1 Eng. Destroyed Ship cannot move or change facing but can still attack 2 Pilot Shaken Next turn ship moves full movement allowance w/out turning 3 Eng. Damaged Move Rate -1 4-5 Weapon 1 Random system destroyed 6 Reactor Core At the beginning of the turn roll 1D6:On a roll of 1-3 nothing happens. Roll again next turn. On a roll of 4-6 the unit explodes.Use the

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7 8-9 10 11-12 Roll on

bomb rules to see the effect of the explosion. Computers Ship is -1 to hit on all attacks System Shock Ship can do nothing on its next move Electrical Fire Take 1D4 Damage at the beginning of every turn No Effect the critical hit table whenever a hit does 10 or more points of damage.

WEAPON SYSTEMS Beam Weapons SIZE DAMAGE RANGE Lasgun 1 1D4 6 Lascannon 2 1D8 9 Particle Accelerator 3 1D12 12 Missile Launchers SIZE DAMAGE RANGE Small 1 1D10 12 Medium 1 2D10 18 Large 1 3D10 24 X-Large 1 4D10 30 Ballistic Weapons SIZE DAMAGE RANGE Chain Gun 1 1D6 4 Rail Gun 2 2D6 6 Rail Cannon 3 3D6 8 Plasma Weapons SIZE DAMAGE RANGE Plasgun 1 1D10 2 Plasma Projector 2 2D10 3 Plasma Cannon 3 3D10 4 Fusion Cannon 4 4D10 6 Torpedoes SIZE DAMAGE RANGE Small 1 1D8 8 Medium 2 2D8 12 Large 3 3D8 16 OTHER SYSTEMS SIZE DAMAGE RANGE AMMO Armor 1 NA NA NA Bomb 1 6D10 All Adj 1 Targeting 1 NA NA NA Missile Defense 1 NA 6 U traveled add +1 to hit roll (distance lowers chances For every missile after the 1st one, subtract 1 from system).

AMMO U U U AMMO 6 3 2 1 AMMO 12 12 12 AMMO U U U U AMMO 8 8 8 NOTES +10Hits +1 to hit with one ranged attack For every 6 spaces a missile has of a successful missile hit). hit roll(salvoes overwhelm the

WEAPON NOTES: Plasma weapons can only be fired once every other turn. The Bomb is a self destruct mechanism. All ships in an adjacent space take 6D10 Damage. All weapons attack into a 180 degree arc. The arc is determined by the ship’s weapon configuration. Arcs include: (F)orward, (L)eft, (R)ight, and (B)ack. The arcs overlap.

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STARSHIP TROOPERS INTRODUCTION Board & card game for 2 players. Battle between Human Troopers and the Arachnoid Threat. Each figure represents a Trooper or Insect(s).

DISCLAIMER ‘Starship Troopers’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY Kill the opposing Leader.

THE MAP Use an 8x8 chessboard.

THE MEN Use chits or miniatures to represent units.

UNITS TABLE NOTATION # = Number of that type of unit each player has in setup. Move = The types of Move Cards the unit can use. Range = The types of Attack Cards the unit can use.

HUMAN UNIT TABLE Name Troopers Commander

# 7 1

Hits 2 3

Move 4 4

Range 5 5

Notes

Hits 1 2 3

Move 2 3 2

Range 1 2 1

Notes

Leader

ARACHNOID UNIT TABLE Name Worker Swarm Warrior Bugs Queen

# 8 7 1

Leader

SETUP Each player places one unit on each square of his back two rows. Units may not stack.

THE CARDS 1875

Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Battle Phase

ORDERS PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units. Units can move through other units only if they are making an Aerial Move. The move card has a number. This is the number of spaces the unit moves. The Unit tables list what type of Move cards each unit can use. Moves are diagonal or orthogonal. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card.

BATTLE PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. This is the range of the attack. Attacks are diagonal or orthogonal. An attack does 1 point of damage. If the target unit is reduced to zero hit points it is destroyed. Troopers may attack through other units, Arachnoids may not. The defender may play a Defense card to negate an attack.

CARD LIST NOTATION M = Movement A = Attack User = Who can use the card. T = Troopers only S = Arachnoids only D = Defense Type = Purpose of card # = Number of that type of card in the deck

CARD LIST Card Name: Walk Run Powered Jump Hover Jet Pack

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# 3 3 2 2 2

Range 1 2 3 K 4

Type M M M M M

User T T T T T

Notes Aerial Aerial Aerial

Burrow Crawl Winged Flight Mandibles Pincers Spine Projectiles Bio-Energy Discharges Carapace Segmentation Expendable Augmented Armor Power Armor Intelligence Hand-to-Hand Combat Magnetic Ballistics Force Beam Grenade Launcher Micro Missiles Tac Nuke Tactics Hive Mind

4 5 3 3 3 3 3 1 1 1 1 1 1 2 2 2 2 2 2 2 2

1 2 3 1 1 2 3 1 2 3 K 4 5

M M M A A A A D D D D D D A A A A A A X X

S S S S S S S S S S T T T T T T T T T T S

Aerial

Draw 3 cards Draw 3 cards

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STELLAR POKER INTRODUCTION Poker variant Requires a special deck called the Earth Sun Moon deck

EARTH SUN MOON PLAYING CARD DECK This deck has 52 nonstandard cards There are 4 suites. They are designated: SUITE SYMBOL FULL Black circle NEW White circle WAXING Black Crescent WANING White Crescent Each suite contains 13 cards: ORDER CARD NOTES 1 Sun 2 Mercury Inner Planet 3 Venus Inner Planet 4 Earth Inner Planet 5 Moon Inner Planet 6 Mars Inner Planet 7 Asteroids 8 Jupiter Outer Planet 9 Saturn Outer Planet 10 Uranus Outer Planet 11 Neptune Outer Planet 12 Pluto Outer Planet 13 Comets

TURN SEQUENCE 1- Shuffle deck. 2- One player is chosen as the dealer. 3- Players ante in. 4- Five cards are dealt to each player Cards are dealt face down unless house rules state otherwise. Play starts with the player to the dealers left and proceeds clockwise 5- In turn each player may discard up to 4 cards and receive replacement cards. 6- Players may now, in turn, raise the ante. Other players must match the raise or drop out. 7- Players reveal their hands. The highest combination wins the pot.

COMBINATIONS In order from lowest to highest: Pair Two Pair Two Pair of adjacent planets (Example: Jupiter & Asteroids) Two Pair of Earth & Moon Flush Straight Inner Planets Straight Outer Planets Straight Three of a Kind Full House

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Four of a Kind Four Moons & New or Full Earth Inner Planets Straight Flush Outer Planets Straight Flush

NOTES Use Comets as the first choice for Wild Cards (Asteroids second) The order of the Moon & the Earth are interchangeable when forming a straight The order of the Neptune & Pluto are interchangeable when forming a straight (Pluto's orbit is elliptical. It is sometimes closer to the Sun than Neptune is)

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STORM TROOPER INTRODUCTION Solo card game. WWI theme. You control a squad of 9 Stormtroopers attacking a section of the enemy line.

GEAR You will need tokens to keep track of your men. You will need tokens to keep track of enemy men. Six sided dice are needed. There are 3 decks: Terrain, Enemies, and Stormtrooper decks.

VICTORY Destroy all enemy unit cards in play.

DEFEAT You lose if your squad is ever reduced to less than 3 men.

MAP SETUP The Terrain deck contains 50 cards. Randomly lay out the Terrain cards face up to make a rectangle 10 cards long and 5 wide. This is the Board (or Map). Each Terrain card is a space on the map. There is also an eleventh row, the starting row (German lines).

SETUP: ENEMY DEPLOYMENT The Enemy unit deck has 20 cards. Place the 3 machinegun unit cards on the 3 terrain cards that are of the ‘Machinegun type’. The other 17 units are each placed randomly on the terrain cards of the ‘Occupied type’.

STORMTROOPER SETUP Your squad is represented by a single pawn. During setup you may place it in any space of the starting row. Draw 4 cards. This is your starting hand. You get +1 to casualty rolls on your first turn.

TURN SEQUENCE Each turn has 4 phases: Supply Phase Advance Phase Counterattack Phase

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Assault Phase

SUPPLY PHASE Draw 1 card from the Storm Trooper deck. Max hand size = 5 cards. Discard extra cards. If the deck runs out, shuffle the discard and draw from it.

ADVANCE PHASE You may move your squad to any adjacent unoccupied space. Cards that allow extra moves must be used in this phase. You cannot move into a space occupied by an enemy unit.

COUNTERATTACK PHASE If you come within range of an enemy unit the enemy attacks. Snipers have a range of 3. All others have a range of 2. Roll 1D6 for each attacking enemy unit card. Machine gun units get to roll twice. Units with officers or 8 or more men get to roll twice. Add to the roll the Defense rating of the terrain your squad is in. On a modified roll of 3 or less one of your men is killled. You may discard a Defense card to negate the casualty. Next roll once on the counterattack table: 1D6 Result: Notes: 1-3 Nothing 4 Counterattack Move one non-machinegun Defender forward 1 space. 5 Pinned You cannot move next turn. 6 Reinforcements * * = Take a random destroyed enemy unit card and place it on an edge space on the far end of the map.

ASSAULT PHASE Discard an Attack card to attack an enemy unit at the indicated range. The Enemy unit loses (1D6 men – the Defense value of the Space). This is the casualty roll. Indicate surviving men on card with tokens. Discard an enemy unit card with no men left. Morale cards do not cause casualties (but they do have a range).

TERRAIN DECK NOTATION Ocp = Is this terrain occupied by enemy unit cards at the beginning of the game. Y = Yes. N = No. M = Machinegun unit. # = Number of that card in the deck.

TERRAIN DECK Card: No Mans Land Wire Entanglements Pill Box Machinegun Nest Machinegun Emplacement Concrete Bunker Blockhouse Trenches

# 10 8 1 1 1 1 2 10

Ocp N N M M M Y Y Y

Notes: * Defense Defense Defense Defense Defense Defense

= = = = = =

2 (Bunker) 1 (Bunker) 1 2 2 (Bunker) 1

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Dug outs 3 Y Defense Ruined Farmhouse 1 Y Defense Destroyed Tank 1 N Defense Splintered Trees 1 N Defense Communication Trench 5 N Defense Shell Holes 5 N Defense *Requires a Wire cutter card to be played to enter. **You may move again this turn.

= = = = = =

1 (Trench) 1 1 1 1** 1 (Trench)

ENEMY DECK Card: Men Notes: Riflemen 8 Sentry 1 Sniper 1 Lookout 1 Sniper & Observer 2 Detachment 8 Guards 2 Garrison Troops 8 Officer & Aide 2 Machinegun 5 3 in Deck Squad 8 Officer 1 Platoon 16 Sharpshooter 1 Officer and Men 9 Grenadiers 4 Soldiers 12 Mortar Team 4 Officer units are immune to morale cards.

STORM TROOPER DECK Card: Stick Bombs Egg Grenades Pistols Trench Knives Bayonets Entrenching Tool Light Machinegun Rifles Sniper Light Flame Thrower Demolition Charge Bangalore Torpedoes Wire Cutters Camouflage Use Cover Open Formation Demoralized Terror Panic Cause Surrender Rush Infiltrate Trench Raid Consolidation Team Move up Reserves Supply Team Shells & Gas

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# 4 4 3 1 1 1 2 2 2 2 2 2 3 1 1 1 1 2 2 1 1 1 1 1 1 1 1

Range 1 2 1 1 1 1 2 2 3 1 1 D D D (3) (2) (1) 1 X

Notes: Trenches get no defense mod. Casualty roll +1 Trenches get no defense mod. Casualty roll -1 Casualty Casualty Casualty Casualty

roll roll roll roll

-1 -1 -1 +1

Bunkers and Pillboxes get no defense bonus Bunkers and Pillboxes get no defense bonus Play to enter a Wire space Play to enter a Wire space Defense card Defense card Defense card Move one enemy unit back 1 space (Morale) Move one enemy unit back 1 space (Morale) Move one enemy unit back 1 space (Morale) Move 1 extra space this turn Move 1 extra space this turn Move 1 extra space this turn Get 1 reinforcement (1 man) Get 1 reinforcement (1 man) Discard to draw 2 cards Make a casualty roll vs any enemy unit.

VARIANTS Larger map (more Terrain cards) Larger squads or multiple squads.

TWO PLAYER VARIANTS Each player gets a squad and they share the same map. Players race to capture an enemy HQ space.

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STORMBRINGER

INTRODUCTION Two player card game depicting the struggle between Law & Chaos in Moorcock’s Elric Fantasies.

THE DECKS There are 2 decks: The Law Deck The Chaos Deck Each player controls one deck.

SETUP Shuffle the decks. Each player draws 8 cards from his own deck. Each player starts with 4 Balance Tokens.

VICTORY The first player to control all 8 Balance Tokens wins the game.

TURN SEQUENCE Each turn has 5 phases: Fate Phase Destiny Phase Quest Phase Struggle Phase Balance Phase

FATE PHASE Each player fills his hand to 8 cards If a deck runs out, shuffle its discard and draw from it.

DESTINY PHASE 1884

Each player may discard up to 4 cards and draw replacements.

QUEST PHASE Players may discard a Transport card to search their deck for and play any Item or Place card.

STRUGGLE PHASE Each player may play to the table, face-up, some, all, or none of his cards. Each played card has a Force Value. Each player adds up the Force Value of his played cards. The player with the highest total Force Value wins the turn. The Law player may only play: 1 Elric card, 1 Stormbringer card, 1 Lady card, 1 Spell card, 1 God card, 1 Transport card, 1 Place card, 1 Item card. The Law Player may play any number of Hero and Army cards. The Chaos Player may only play: 1 Sorcerer or Villain card, 1 God card, 1 Transport card, 1 Place card, 1 Special Item card, 1 Event card. The Chaos Player may play any number of Monster, Army, and Item cards.

BALANCE PHASE The turn winner gets to take a Balance Token from his opponent. All played cards are discarded. Players may discard some, none, or all of the cards in their hands.

LAW DECK CARD TYPES E = Elric SB = Stormbringer H = Hero A = Army P = Place L = Lady (Lover) B = Boon I = Item S = Spell T = Transport G = God

LAW DECK CARD LIST Card Name: Elric, Eternal Champion Elric, God-Slayer Elric the Doomed Albino Elric the White Wolf Elric, Emperor of the Ruby Throne Elric of Melnibone Elric, Woman-Slayer Stormbringer, Hell Sword Stormbringer, Soul Stealer Stormbringer, Rune Blade Stormbringer, The Black Sword Moonglum Rackhir the Red Archer Tanelorn Dyvim Tvar, Lord of the Dragon Caves

Type E E E E E SB SB SB SB H H P H

Force E 9 E 8 7 7 6 9 8 7 6 8 7 8 5

Notes: 9 Destroy 1 opposing God 8

You cannot play a Lady card +2 if Elric card Played +2 if Elric card Played +2 if Elric card Played +2 if Elric card Played

+4 if Dragons are played

1885

Magum Colim, Grand Admiral Horn of Fate Chaos Shield Myshella, Emress of the Dawn Champion of Law Count Smiorgan Baldhead Queen Yishana of Jharkor Zarzonia Voashoon The Noose of Flesh Invulnerability The Ship that Sails over Land & Sea Mechanical Bird Potion of Strength Dragons of Melnibone Steeds of Nihran Duke Avan Astran, Explorer Dyvim Slorm Oone, Dreamthief Actorios, the Ring of Kings Isle of Purple Towns Golden Battle Barges Straasha, King of the Sea Grome, King of the Earth Lasshaar, King of the Air Sepiritz, Captain of the Fates Grey Lords Castle Kaneloon Sea Lords Reaver Fleets Elemental Allies Three As One Meerclar, Lord of Cats Fileet, Lord of the Birds Haaashaastaak, Lord of Lizards Arrow of Justice Astral Travel White Lords of Law Karlaak, City of Jade Towers The Winged Men of Myyrhn

H I I L B L L S S T T I A/T T H H L I P A G G G H G P A S G G G I S/T G P A

6 10 9 9 7 H 6 4 7 7 7 5 4 9 3 6 7 6 8 7 8 8 8 8 6 9 8 A 7 9 7 7 7 8 4 10 5 5

Friendly Armies get +2 Only play if you have 7 Tokens Destroy opposing Sorcerer Spells you play get +2 Only if you play at least 1 Hero 5 Friendly Armies get +2 Destroy one opposing Army +3 if Straasha or Grome played +3 if Myshella played +3 if Elric played

Play only if Elric Played +2 if Count Smiorgan played

Only play if Chaos is winning +3 if Myshella played 6 +2 vs Imrryr +2 if a God is played 2 Heroes & Elric must be played

Destroy one opposing Monster Play only if you are winning +2 if Zarzonia is played

CHAOS DECK CARD TYPES S = Sorcerer V = Villain I = Item SI = Special Item A = Army M = Monster G = God T = Transport B = Boon E = Event

CHAOS DECK CARD LIST Card Name: Jagreen Lern, Theocrat of Pan Tang Prince Yrkoon Mournblade Theleb Kaarna Arioch of the Seven Darks Doctor Jest Melniboneans Earl Saxif D’Aan

1886

Type S S SI S G V A S

Force 9 8 8 8 10 5 8 9

Notes:

Champion of Chaos B Villain Demon Steed M/T Prince Gaynor the Damned V/S Mordaga, the Sad Giant M Demon Armor I Urish the seven Fingered, Beggar King V Dead God’s Book SI Grimoire I Mirror of Memory SI Demon Sword I Ghouls of Limbo A/M Demon Shield I Beggar Horde A Sorcerers Ring I Mages Amulet I Crimson Gate T Shade Gate T Lord Gho’s Elixir I Clakars, Winged Apes M/A Giant Owls M/A Agak & Gagak S Mist Giant M Kyrenee, Greater Demon M Doomed Companion E The Bane of the Black Sword E Prince of Chaos G Immortal B played Host of Chaos A Imrryr, The Dreaming City P Teran Gashtek, Flame Bringer V Weeping Wastes P Pan Tang Isles P Nadoskor, City of Beggars P Barbarian Horde A Shapeshifters M Demon Guardians M Burning God G Sighing Desert P Tigermen M The Vanishing Tower P/T Dwarven Sorcerer S Beings of Troos M Dukes of Hell G Chaos Armada A Warping Power E Boiling Sea P Kelmain Host A Balo the Jester S/G Chaos Butterfly M Hunting Dogs of Dharzi M

5 4 9 6 4 7 9 5 9 5 6 5 5 3 4 5 5 5 6 6 9 7 9 3 3 9 7 8 9 9 6 6 5 6 6 6 8 5 4 9 6 5 9 9 2 8 6 8 4 4

Must play with Sorcerer or

+2 if played with a God Sorcerer gets +4 Destroy 1 opposing army

+2 if played with Urish Sorcerer gets +3 Sorcerer gets +2

+2 vs Winged Men of Myyrhn Destroy 1 opposing Army Destroy 1 Hero if SB played Destroy 1 Hero if SB played Villain or Sorcerer must be

+2 with Theleb or Jagreen +2 with Urish +2 with Flame Bringer

Destroy one opposing Lady

ELRIC LINKS The Sailor on the Sea of Fate Eternal Champion Role Playing

DISCLAIMER Elric is a copyrighted/licensed property. This is merely a fan site.

1887

STRATASTAR INTRODUCTION Space Empire building, Interstellar conquest. Build, maneuver, trade, and fight your way to Galactic supremacy. Minimal units and card mechanics make for quick turns.

MAP OF THE GALAXY For the board use a 10 X 10 grid Make 100 map chits of the following composition: 4 Homeworlds 20 Worlds 4 Supernovas 4 Black Holes 8 Nebulas 60 Blanks

MAP SETUP Each player receives a 'Homeworld' chit. Place the other map chits face down randomly on the board, one per space. Leave the corners empty. Flip the chits over. Remove the blanks. Each players homeworld is placed in a different corner of the board. Players randomly determine who places their homeworld first. If a Homeworld is closed in by Supernovas, Black Holes, and Nebulas then remove one of these hazards.

EMPIRE CHITS Each player gets a set of chits in a different color. A set consists of 10 Fleet, 10 Stargate, and 20 colony chits.

VICTORY Victory goes to the first empire to have colonies on 12 worlds or that captures an enemy homeworld.

EMPIRE SETUP Each player starts the game with 2 Fleets and one stargate located on their Homeworld. Each player gets dealt 5 cards from the Galaxy Deck.

THE GALAXY DECK The deck contains 85 cards: 20 Attack 20 Move 20 Build 20 Trade 5 Research If during play, the deck is used up, reshuffle the discard pile and continue.

1888

TURN SEQUENCE Players take turns. The last player to place a Homeworld goes first and so on. Each turn is divided into 6 phases: 1. Draw 2. Trade 3. Support 4. Build 5. Movement 6. Battle

DRAW PHASE Retooling: The active player may discard up to 3 cards. Next: Production: All players draw galaxy cards to fill their hands to maximum draw size. (Yes, you read it right, ALL players) Homeworld Production: The starting max draw size is 5 cards. Colonial Production: Max draw size is increased by 1 for every 3 colonies the player has.

TRADE PHASE Free Trade: All players may freely trade cards with each other. External Trade: The active player may discard a Trade card to take a random card from an opponent. If the card is also a trade card, both are discarded. Internal Trade: The active player may discard a Trade card and X other cards to draw X +1 cards from the Galaxy deck. This may be done only once per turn.

SUPPORT PHASE Active player only. Defense Spending: Your Homeworld can support 2 Fleets. Defense Taxes: You may support an additional Fleet for every 2 colonies you have. Military Cutbacks: Unsupported Fleets of the active player are removed from the map. Logistics: A Build card may be discarded to count as a colony for support purposes.

BUILD PHASE Active player only. Shipyards: A Build card may be discarded to build a Fleet at your Homeworld. Colonization: If you have a Fleet present at a world which has no colonies, you may discard a Build card to build a colony there. Stargates: Three Build cards may be discarded to build a Stargate at a colony Terraforming: Five Build cards may be discarded to Terraform a world on which you have a colony. Add an additional colony to the terraformed world.

MOVEMENT PHASE Active player only. Armadas: Multiple friendly Fleets in the same space may be stacked together as an Armada. (or Starmada) Free Move: You get one free move. Move one Fleet or Armada one space orthogonally (no diagonal moves) Hazards: Fleets & Armadas cannot enter spaces occupied by hazards: Supernovas, Black Holes, and Nebulas. Spaceflight: A move card may be discarded to move one of your fleets or Armadas one space. A Fleet or Armada can move multiple times per turn. Beam me up: A Fleet or Armada at a stargate may move to any other friendly

1889

stargate as its move.

BATTLE PHASE Units: Fleets and Colonies are the two types of 'units' in the game. Battlefield: A battle occurs if opposing units occupy the same space and at least one player wants to fight. All units in the space must participate Resolution: The side with the highest force total wins. Each unit has a force value = 1. Homeworlds have a force value = 4. Attack Cards have a force value = 1. Players simultaneously reveal the Attack cards they are using. (On the count of 3) This is done once. More Attack cards cannot be added later. Players may use some, all, or none of the Attack cards in their hands. Attack cards used are discarded. Win: The winner suffers no casualties. Lose: All units of the losing side are destroyed (including Stargates). Mutual Destruction: If the totals are tied then all units of both sides are destroyed.

RESEARCH CARDS A research card can be used like any other type of card. Basic Research: Discard a research card in your trade phase to draw 2 cards.

OPTIONAL ABILITIES The following rules for spying, diplomacy, retreat, and disaster are optional, but recommended:

SPYING An Attack card may be discarded at any time to look at an opponents hand or to look at the next 5 cards in the deck.

DIPLOMACY A player may discard 2 Trade cards during an opponents move to prevent any opposing fleets from moving into a target space occupied by one of that players units (or homeworld).

RETREAT During an opponents move phase, if an opponents fleet enters a space containing one of your fleets or armadas, you may discard a move card to move your fleet or armada to an adjacent space not containing enemy units. The opponent may pursue by discarding his own move cards.

DISASTER Five Attack cards may be discarded to destroy any fleet, stargate, or colony anywhere on the map. This is the result of solar flares, asteroid impacts, seismic events, etc.

OPTIONAL RULES Exploration: The map chits are not set up at the beginning of the game.

1890

The identity of a space is not revealed (picked randomly from the pile) until a Fleet enters it. Discard a trade card for a unit to see into an adjacent space. Players cannot trade until their empires adjoin. To the Death: The game lasts until only one player is left. Low Technology: Do not use stargates. Power cards: Draw a star on 4 build, 4 attack, 4 trade, and 4 move cards. These are now worth two cards each.

MORE OPTIONAL ABILITIES Before play starts determine which optional abilities and rules are to be used, by whom, and when. Uneven Start: Players start the game able to use one optional ability not useable by the other players. Breakthrough Technology: Discard 1 Research card and 4 build cards. You gain 1 optional ability that you could not already use. (Make cards for the Abilities listed in the Optional Ability List below. When gaining a new ability select a random card)

OPTIONAL ABILITY LIST Hyper jump: Discard 5 Move cards to move one fleet or Starmada to any nonhazard space on the map. Defend the Homeworld!: Five Move cards may be discarded to immediately move some or all of your fleets back to your Homeworld. Expansion: Discard 2 Build cards to build a fleet at a colony. Wormholes: Black holes can be used as one way gates to supernovas. This means that these spaces can be entered. Piracy: Discard 2 Attack cards to make opponent discard a random card. Planning: Discard 2 Build cards to put the top card of the discard pile into your hand. Treason: Discard 5 Trade cards to replace an opponents unit with one of your own. Allied Minor Race: Discard 4 Trade cards to build a colony on an empty world within 2 spaces of one of your units. Treaty: Discard 5 Trade cards. You and an opponent cannot attack each other for the next 2 turns. Nebulous Navigation: Discard 2 Move cards to enter a Nebula Border Raids: Discard an attack card. An enemy colony adjacent to one of your fleets cannot be counted on that players next turn in his draw or support phases. Warfleet: Discard 2 Build cards to build a Warfleet at Homeworld. Identical to regular fleet except that it generates 3 Force points and cannot build. colonies. Indicate with a different kind of Chit. Sabotage: Discard 3 Attack cards to negate a nonbattle action just performed by an opponent.

COUNTERS & CARDS This very cool counter & card set was created by David Ashton: [email protected] David has also made counters and cards for Space Insurrection. Download Stratastar Counters Download Stratastar Cards

1891

1892

STRATEGO SHOGUN INTRODUCTION Stratego variant with a Japanese theme. There are 40 new pieces. The object is to capture all of your opponent’s 4 fortresses. Fortresses do not move. High rank units capture lower ranks. (A Daiyamo = 12 would capture Heavy Cavalry = 11) Equal ranks result in mutual destruction. There are no bombs. Ninja can move diagonally. Ninja always win if they are the attacker. Ranged units (R) always defeat infantry (I). Cavalry (C) always defeats ranged units. Certain infantry will defeat cavalry, if the cavalry is attacking. Cavalry move like scouts. Unit Name # Rank Type Notes Fortress 4 0 Ninja 3 0 Defeats all units in attack Ashigaru Spearmen 3 1 I Defeats Cavalry in defense Ashigaru Gunners 3 2 R Defeats Infantry Bushi Spearmen 3 3 I Defeats Cavalry in defense Bushi Musketeers 3 4 R Defeats Infantry Bushi Spear Cavalry 6 5 C Defeats Ranged Units Warrior Monks 2 6 I Samurai Swordsmen 3 7 I Samurai Horse Archers 2 8 Defeats Infantry/Move like scouts Samurai Archers 3 9 R Defeats Infantry Samurai Naginata 2 10 I Defeats Cavalry in defense Samurai Heavy Cavalry 2 11 C Daiyamo 1 12 C

STRATEGO LINKS Ed's Stratego Page

1893

STRATEGO WWII NAVAL INTRODUCTION Stratego variant with a WWII Naval theme. All spaces are sea spaces, except for 2 islands in the center of the board. There are 40 new pieces. There are 2 ways to win: 1. Destroy all of your opponent’s Carriers. 2. Have one of your Transports reach your opponents back row. All units except mines move 1 or 2 spaces. There are no scouts. Mines are equivalent to bombs. High Rank destroys low rank. For example: Battleships = 7 defeat Cruisers = 6. Every turn in addition to your normal move you may make one Air Mission. There are 2 types of missions: Reconnaissance & Bomber missions. For a Reconnaissance mission choose an enemy unit and roll one six sided die: 1D6 Result: 1-3 Unit Identity revealed if it is not a sub or a mine 4-5 No sightings 6 Reconnaissance Plane shot down by AA guns/fighters For a Bomber mission choose an enemy unit and roll one six sided die: 1D6 Result: 1-3 Target unit (not sub or mine) destroyed by bombs/torpedoes 4-5 Bomber misses 5-6 Bomber shot down by AA guns /fighters Each player has 4 Reconnaissance Planes and 4 Bombers. If all planes of 1 type are shot down, no more missions of that type are possible. Unit Name # Rank Notes Mines 6 Same as Bombs Transport 4 1 PT Boat 4 3 Defeats all units except mines when attacking Mine Sweeper 2 2 Automatically defeat Mines Destroyer 8 5 Automatically defeat Subs Cruiser 4 6 Battleship 4 7 Carrier 4 4 Submarine 4 Defeats all units except mines & destroyers

COUNTER SET & MAP The following counter set and map was created by Janne Thorne: [email protected] Janne has also made counters and cards for Blitz, Midway, Cannonade, and others.

1894

SUPER DICE INTRODUCTION Dice game simulating 2 Superheroes fighting.

VICTORY To win reduce your opponent to zero hits.

DICE Ten 6-sided dice are needed plus a few spares.

SETUP Each player gets 5 dice. Each Superhero stars with 50 hits and 5 Superpowers. Name your Superhero.

SUPERPOWER ALLOCATION Randomly select 12 superpowers from the list. Players take turns picking 1 superpower at a time until each player has picked 5 powers. Once a power has been picked, it cannot be picked again. Roll high on 1D6 to see who picks first.

TURN SEQUENCE Each turn has 4 Phases: Luck Phase Initiative Phase Action Phase Damage Phase

LUCK PHASE Each player rolls his 5 dice.

INITIATIVE PHASE The player with the highest total gains the initiative. The player with the initiative may go first or let his opponent go first in Action Phase.

ACTION PHASE Players take turns activating powers or assigning dice to Attack or Defense. Powers have a wide variety of effects Some Powers are Constant powers. Constant powers have their effect without being activated.

1895

A player must assign each of his Dice to either Attack or Defense. If there is nothing else left he can or wants to do he must pass. If both players pass in a row the phase ends. Each power can only be activated once per turn.

DAMAGE PHASE Attack Total = Total of all dice you assigned to Attack Defense Total = Total of all dice you assigned to Defense If your Attack total exceeds your opponents Defense Total, your opponent takes Damage in hits equal to the difference. If your opponents Defense Total exceeds your Attack total, you take Damage in hits equal to the difference. Dice that are switched or stolen are returned at the end of this phase.

POWERS LIST NOTATION A = Power that requires Activation C = Constant Power Convert(ed) = flip the target die to the indicated number Rolls = Dice * = you can only activate this power if you have at least one roll of 6. Eliminate = Remove the die from play for the rest of the turn. $ = Automatically assigns 1 or more dice to attack or defense.

POWERS LIST Power Name: Regeneration Invisibility Mind Scan Super Leap Teleportation Shrinking Extra Limbs Entangle Energy Blast Armor Darkness Precognition Force Field Shape Shift Illusions Mind Control Growth Summon Freeze Made of Metal Super Tough Laser Attack Telekinesis Flight Immobilize Enhanced Senses Damage Resistance Heat Attack or 2 Density Increase Stretching Duplication Super Strength Super Speed

1896

Type C A A A A* A$ A A A$ A$ A A A$ A A A A A A C A A$ A A A A A A

Notes Regain 2 lost hits at the end of Damage Phase All of opponents rolls of 5 are converted to 2 Switch 1 of your dice with 1 of your opponents Convert one of your rolls of 2 into a 6 Switch all of your dice with your opponent Convert any one of your rolls into a 6 for defense only Convert all of your rolls of 2 into 4 Opponent must eliminate all of his rolls of 3 Roll of 5 becomes 10 for attack only Convert all of your rolls of 1 into 5 for defense only Convert all of your opponents rolls of 5 into 1 Steal one roll of 5 or 1 from an opponent Convert all of your rolls of 3 into 6 for defense only Reroll any (1 or more)of your dice Opponent must reroll 2 of his dice of your choice Convert all of your opponents rolls of 6 into 1 Convert all of your rolls of 2 into 6 Roll an extra Die Opponent must eliminate one roll of 4 or 6 Start the game with 30 extra Hits Add 2 to all your Defense Rolls Convert one of your rolls of 1 into 5 for attack only Reroll any 1 target die in play Eliminate 1 opposing Attack Roll Opponent must eliminate all of his rolls of 4 Reroll all your rolls of 1 and 2 Reduce damage taken from each die by 1 Opponent takes 1 Hit Damage for each of his rolls of 1

A A A A$ C

Convert one of your rolls of 3 into a 6 Convert one of your rolls of 1 into a 6 Make all of your rolls = 4 Convert all of your rolls of 3 into 6 for attack only Add 10 to your total in Initiative Phase

Absorption A Negate a Power just used by opponent Deadly Attack A If you have 3 of a kind add 7 to your attack total Insubstantial A* Your opponents attack total is halved Psionic Blast A$ Convert all of your rolls of 2 into 4 for attack only Sidekick C Sidekick has 20 Hits & a copy of one of your powers* Super Reflexes A Convert all of your rolls of 3 into 5 Drain C Opponent loses 2 hits at the end of Damage Phase Time Travel A* Both you and opponent must reroll all your dice Internal Reserves A Pay 3 Hits to reroll one of your dice Unstoppable A Eliminate 1 opposing Defense Roll Stunning Attack A* Opponent rolls one less die next turn Mystic Powers A Pay 2 Hits to use as any power in the Power List Death Trap A* Eliminate any 1 of opponents rolls Gadgets A Convert a roll of 1 into 5 Secret Identity C At 25 Hits lose old powers & gain 5 new random ones Ammo Assortment A$ Convert all your rolls of 1 into 3 for attack only Luck C In Luck Phase roll 6 dice & keep 5 Martial Arts A Switch 1 roll with Opponent Knockback A* Add 4 to your Attack Total Electricity A Steal all of opponents Rolls of 2 Berserk A Add 5 to your Attack Total if all your rolls are for Attack Finesse A Convert all of your rolls of 5 into 6 Backblast A* Add value of 1 opponents Attack roll to your Attack total Tactics A (Re)assign opponents Roll to Attack or Defense Magnetron A* Your rolls become identical to your opponents Neutralization Field A* No more powers can be used this turn by anyone Deflection A* Target attack die of opponent targets him instead Super Genius A* Multipy your Attack or Defense Total by 1.5 (round up) Super Costume C Increase all your rolls by 1 Sonic Blast A Convert all of your opponents rolls of 4 into 2 Elemental Attack A Damage from target attack roll cannot be avoided Weather Control A* Eliminate 1 of your rolls to gain 2 Extra rolls next turn Mimic A Copies any one power of your opponent * Any power except Sidekick FAQ's Q - I am having difficulty in understanding a certain portion of your game Super Dice. I am writing to you in the hope that you can clarify this section for me so that I can slap my forehead, say "Doh!" and play the game. I can't figure out how the Action Phase is supposed to work. You wrote: "Players take turns activating powers or assigning dice to Attack or Defense." By this do you mean that in this sub-phase a player can EITHER activate a power or assign his dice? You also wrote: "Each power can only be activated once per turn." Okay, I can see why you don't want players to activate an Energy Blast five times in a row, but I want to return to the phrase "Players take turns....". So in this phase, if I am inferring correctly, players activate all of their powers (those that require activation) and assign their dice. Somehow, though, I think you have something else in mind. Is my interpretation overly complicated? Was my lobotomy too successful? I seem to be missing the point of this phase. If you could paint this by the numbers for me I would be most appreciative. A - OK...I guess you forced me to do an EXAMPLE OF PLAY: Lets say Cosmo Man has the first 5 Powers on the List. Lets his Opponent Ant Man has the next 5 Powers on the List. Luck Phase = Cosmo rolls 1,2,3,5,6. Ant Man rolls 1,2,4,5,6. Initiative Phase = Ant Man wins & decides to go first. Action Phase: (Players take turns. Ant Man first) Ant Man uses 'Extra Limbs' to convert his 2 into a 4 (Ant Man =1,4,4,5,6) Cosmo uses 'Teleportation' to switch his rolls with Ant Mans (Cosmo = 1,4,4,5,6) (Ant Man = 1,2,3,5,6) Ant Man uses 'Armor' to convert his 1 into a 5 for Defense (Ant Man =2,3,5D,5,6) Cosmo uses 'Mind Scan' to switch his 1 with Ant Man's 6 (Cosmo = 4,4,5,6,6) (Ant Man = 1,2,3,5D,5)

1897

Ant Man uses 'Energy Blast' to make a 5 a 10 for Attack only (Ant Man =1,2,3,5D,10A) Cosmo uses 'Invisibility', turning Ant Man's 5 into a 2 (Ant Man = 1,2,2D,3,10A) Ant Man uses 'Shrinking' to turn his 1 into a 6 for Defense (Ant Man = 2,2D,3,6D,10A) Cosmo has no target for his 'Super Leap' power. Cosmo assigns a 6 to defense (Cosmo = 4,4,5,6D,6) Ant Man has no target for his 'Entangle' power. Ant Man assigns his 3 to Attack (Ant Man = 2,2D,3A,6D,10A) Cosmo assigns his other 6 to defense (Cosmo = 4,4,5,6D,6D) Ant Man assigns his 2 to Attack (Ant Man = 2A,2D,3A,6D,10A) All of Ant Mans powers are used (if able) and all of his dice are assigned. Cosmo makes the rest of his Assignments since Ant Man is done. (Cosmo = 4A,4D,5A,6D,6D) Damage Phase = Ant Man has an Attack total of 15 & Defense Total of 8. Cosmo Man has an Attack total of 9 & Defense Total of 16. Ant Man does no damage to Cosmo. Cosmo does 1 point of damage to Ant Man. Cosmo regenerates 2 points of damage if he has any from previous turns. (Note- In this example players may not have made the best possible moves) RANDOMIZER SUGGESTION by Michael Callahan Because there are 66 powers in the list, a random determination of the initial 12 superpowers is easy to do. Just (if you wish to add this element to rules) advise the player who has the rules to write before the name of the power the following number sequence. Label Regeneration 1-1, Invisibility 1-2, etc., Shrinking 1-6, Extra Limbs 2-1, etc., Precognition 2-6; and then Force Field 3-1, and so on. Have the player(s) roll one die for the first 1-6 number and the same for the second number and find the corresponding power. Repeat 12 times and there you go.

1898

SUPERCRITTER SLUGFEST INTRODUCTION This is a superhero slugfest expansion. Combat rules for cute animae mini monsters.

MATERIALS Use a hex map with large spaces Use miniatures or action figures with props D6 & D10 needed

TRAITS Critters have the following Basic Trait values Attack = 1 Damage = 1 Defend = 1 Hits = 10 Speed = 1 Range = 1 (HTH range)

CRITTER GENERATION For each critter roll 10 times on the Superhero Powers Table on the main Superhero Slugfest rules page.

COMBAT RULES & TURN SEQUENCE Same as in Superhero Slugfest.

CRITTER TEAMS A typical team will have four critters and a theme.

RASCALLY RABBITS Bazooka Bunny Attack = 2 Damage = 5 (High Explosive Rockets) Range = 6 (Bazooka) Defend = 1 Hits = 10 Speed = 1 Harvey the Hare (Pookah) Attack = 2 Damage = 2 Range = 1 Defend = 3 Hits = 30 Speed = 3 Stealth (Invisibility) Lucky Thumper

1899

Attack = 3 Damage = 4 (Kicks are for Kids) Range = 1 Defend = 3 Hits = 10 Speed = 2 Split Attacks Knockdown Bugsy Rabbit Attack = 2 Damage = 1 Range = 1 Defend = 4 Hits = 20 Speed = 4 (Jack Rabbit) Power Point (Style) Distraction

THE MONSTERS IN MY PANTS Peekaboo the Lightning Critter Attack = 3 Damage = 2 (Electrical Discharge) Range = 3 Defend = 3 Hits = 10 Speed = 3 Distraction (Shock) Char Char the Little Dragon Attack = 2 Damage = 3 Range = 2 (Fire Breath) Defend = 2 Hits = 30 Speed = 3 Flying Sudsy Turtle Attack = 2 Damage = 2 Range = 1 Defend = 3 Hits = 60 Speed = 1 Distraction (Bubbles) Fritz the Psychic Waterfowl Attack = 2 Damage = 3 Range = 3 Defend = 2 Hits = 10 Speed = 3 Flying Weaken (Psychic Blast)

CRITTER INCORPORATED Good Bye Kitty Attack = 4 Damage = 3 Range = 1 Defend = 3 Hits = 10 Speed = 3 Weakness (Cat scratch Fever)

1900

Pokey the Unicorn Attack = 3 Damage = 3 Range = 1 Defend = 3 Hits = 20 Speed = 3 Teleport Daddy Longlegs Attack = 3 Damage = 2 Range = 1 Defend = 4 Hits = 20 Speed = 2 Entrapment (Web) Weakness (Poison) Gum Boy Attack = 3 Damage = 2 Range = 2 Defend = 3 Hits = 30 Speed = 2 Regenerate

EVOLUTION Every time a critter defeats another, it gets a "win". After a certain number of wins the critter "evolves" and gets to roll on the Powers Table. Wins to next evolution: 1, 3, 6, 10, 15, 21…

BASIC SCENARIO OBJECTIVES Each side picks or creates a team Combat may be one on one or a free for all. Match Locations: Critter Combat Arena, The Mall, School yard, etc. Go to Super Hero Slugfest

1901

SUPERHERO SLUGFEST CARD COMBAT INTRODUCTION Like cards better than counters? Now you can have your Slugfest Action and a handful of cards too!

DECKS Each player gets one deck. A deck represents one Superhero team, all its members, and all of their special abilities. A Superhero team has 4 Members. A deck has 40 cards. Each Member is represented by 10 cards: Five of these are Character cards. The five character cards all have the same title, the name of the superhero. The other five are Ability cards. The five ability cards have different titles according to what each power or ability is. Ability cards should also have the name of the superhero they belong to. Each card has a Force Value. The five character cards have Force values from 1 to 5. The five ability cards have Force values from 1 to 5.

TURN SEQUENCE Each turn has 5 phases: Power Up Phase Tactics Phase Attack Phase Slug Phase Knockout Phase

POWER UP PHASE Each player draws 8 cards. If a players deck runs out, shuffle the discard pile and draw from it.

TACTICS PHASE Players may discard up to 4 cards and draw replacements. For each Knocked out Character a player has, he may discard an additional card.

ATTACK PHASE Players reveal their hands. Hands are placed on the table face up.

SLUG PHASE Each player determines the battle total for his hand. Add up the Force value of all your cards. Ability cards only count if you have at least one of the appropriate character cards. For each Superhero, you can count only one of his or her character cards.

1902

Knocked out Heroes and their abilities do not count. Cards that do not count do not add to your Battle Total.

KNOCKOUT PHASE Compare the players Battle Totals. The player with the higher total wins. The loser has one of his Superheroes Knocked Out (KO). The loser picks which of his superheroes gets KO. Cards of KO superheroes do not count in Slug Phase. KO superheroes remain knocked out for the rest of the game. If the Battle Totals tie, no one gets KO.

VICTORY You win if you KO all of your opponents Superheroes.

CARD LIST NOTATION Listed is the Team name, Superhero names, and the five abilities of each Superhero. The Abilities are listed in order of Force from highest(5) to lowest(1). The first ability for a superhero listed has a force = 5, the next = 4, and so on.

SAMPLE SUPERHERO TEAM CARD LISTS NIPPON ALLIANCE Samurai 'Sokitome' Sam- Katana, Ancestral Armor, Super Kai, Much Honor, Wakizashi Ninja Number Nine- Ninja weapons, Mystic Martial Arts, Throwing stars, Num Chucks, Unseen Movements Wu Jen Wily- Lightning Blasts, Elemental Magic, Levitation, Spirit Magic, Alchemy Two Ton Sumo- Sumo Shove, Knockdown Attack, Squash you like a Bug, Heavyweight, Big Gut Attack

THE DEFENDERS Iron Fist- Built in Weapons, Punch, Iron Armor, Rocket Boots, Suit Options, Doctor Fantastic- Plasma Projector, Break the Laws of Physics, Antigravity Disk, Weird Science, Reverse Inertia Field Super Agent X- Assassins Tools, Guns, Spy Gadgets, Combat Training, Plastic Explosives Icicle- Ice Shards, Freeze Attack, Ice Shield, Flying, Intense Cold

THE OFFENDERS King Cobra- Cobra Strike, Fangs, Venom, Tail Constriction, Scales Deadeye- Sixshooters, Quick Draw, Undead Regeneration, Fanning the Hammer, Trick Shot Mr Humungous- Humungous, Really Big, Big & Ugly, Smack Down, Swat Attack Super Fly- Proboscis, Shoe Fly, Flying, Walk on Ceilings, Disease

MORE SUPERHERO TEAM CARD LISTS For more Teams go to Superhero Slugfest Note that to transform teams to the Card Game version, you will have to make up additional Special Abilities for each Team member.

1903

OPTIONAL RULE - COMEBACKS If your Superhero is KO and you play 3 Character cards of that Superhero in Slug Phase, the KO superhero gets up and is back in the fight.

VARIANTS Play with teams of more or less than 4 members.

1904

SUPERHERO SLUGFEST RPG EXPANSION RULES by Michael Callahan ([email protected])

SUPERHERO SLUGFEST RPG EXPANSION RULES THE ULTIMATE EDITION Wherewithal Add thusly this new Trait to the list: "Wherewithal=1. Wherewithal represents such traditional characteristics and proficiencies such as intuition, intelligence, experience, education, talents, and skills. If a player chooses to use "The Deliberate Creation Rule", he or she may raise the level(s) of Wherewithal by applying one or more Construction Points to that end. However, if one prefers the original generation method, merely implement the following amendment: if the player has rolled an 8 on the "Superhero Powers Table", then he or she rolls their 1D10 again-on a 1-5 the character is assigned a "Split Attack", and on a 6-10 the character's Wherewithal in increased by one. For every level the player rolls a 1D6, the sum reveals the number of Wherewithal Points that can be expended on behalf of the character during one 'game day'. Whenever, in the course of a 'game day', the player describes to the G.M. an unusual or toilsome goal that they want their character to attain, or the Game Master decides to challenge a character with an extraordinary or daunting task (such as hitting a grand slam, pulling a plane out of a tail-spin, or performing brain surgery with cutlery) the following procedure is undertaken. The G.M. assigns a number between 1-10, this simulates the intensity of the difficulty incumbent upon the character to overcome-be fair! Then the player spends as many Wherewithal Points as he or she wishes to and can consume (other players, with the Game Master's consent, may contribute their own Wherewithal Points to the primary player's attempt). Lastly, the player rolls a 1D10, adding the W.P. previously expended and subtracting the G.M.'s complication factor. On a result of 6+ the endeavor succeeds. In the case of exceptionally trying, hazardous, or complex tasks, the Game Master may require multiple successes. Hero Generation Add this sentence: "For all characters (henceforth, unless otherwise specified, this term always refers to both player and non-player characters) double their Speed Trait and triple the range of ordinary and special attacks (except for, and any specific attacks involving, the detection of hidden characters)." "Oh, if only I had another roll...." or, "Can't I have just one more Construction Point?" Because I feel your pain do the following. Reduce the Basic Trait Value of "Range" for your beginning character from 1 to 0-this is how one acquires that extra roll or C.P.; this option must be exercised before the character creation process. If a player rolls a 6 on the "Superhero Powers Table", it is ignored and rerolled, nor can this Trait be increased by the expenditure of a Construction Point. Any ranged attack, i.e., a strike attempted against a target that is located in a space beyond the one the attacking character is occupying, is made a -3. The Deliberate Creation Rule In order to produce a prepared character, players may avail themselves of this simple generation method. A player is given 10 Construction Points with which to buy their character's Powers and/or Special Abilities. Each improvement of a Trait or the acquisition of a Power or Special Ability usually costs one C.P. Range Add this sentence: "All hand-to-hand combat must occur in the same

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space." Flying Add the following subtable:

1D6 1-2 Flying: As previously written, but add the following to the first sentence: "...and/or vertical and horizontal movement." 3-4 Super-Leaping: The character can safely leap horizontally and/or vertically a number of spaces, in any combination of length and height, up to the value of their Speed Trait; the leaper cannot remain airborne at the end of a Movement Phase. This is how a character uses their super-leap offensively: the Attack value of a missile drop-kick is always 1 (the character is moving ballistically, the target is endeavoring to dodge, etc.). If the strike is successful, for every space, horizontal and/or vertical, which the leaper has traversed or entered the attacker rolls 1D6 in order to determine the damage (1-2-3=1; 4-5-6=2 Hits) inflicted on the defender; furthermore, on his or her next turn, the target automatically suffers from all the adverse effects of being 'knocked-down'. The impact also causes-again, only if the assault succeeded-1 to 3 (1-2=1; 3-4=2; 5-6=3) points of injury upon the assailant who, additionally, has to roll on the "Knockdown" table to see if they are afflicted by all of the provisions of this entry. Remember, all this occurs during a Movement Phase and does not necessarily deny (see the preceding sentence) the leaper the opportunity to conduct a regular attack. 5-6 Adhesion: The character can, without falling or sinking, move over any surface horizontally and/or vertically, a number of spaces up to the value of their Speed Trait. Stealth Add this sentence: Use these rules for ambushes, night-fighting, and for combat in built-up areas." Substitution: 11-15 Super-Salubrity

1D6 1-2 Enhanced Reaction: +3 to a character's Initiative roll. 3-4 Regeneration: As previously written. 5-6 Ruggedness: The character is able to ignore the consequences of being wounded; if rolled or chosen again, the character does not become unconscious because of their injuries. Also: Self-Discipline. Distraction Replace the word "Target" with the word "Target(s)". Add this sentence: "Range=the space the attacking character is occupying; everyone else in that space is potentially affected." After the word "Illusion" add the phrase "Holographic Doppleganger", and the word "Vertigo". 21-25 Domination

1D6 1-2 Animal Control: On a roll of 1-4 the character can control any one mammal, reptile, or bird within range. As an action, on a roll of 1-5 on a 1D6 the control can be sustained in the following turn(s). Range=2. 3-4 Mind Control: As previously written, although replace the word "target" with the phrase "human or humanoid". 5-6 Plant Control: On a roll of 1-4 on 1D6 the character can manipulate bushes and/or trees in the target space; anyone within this area must immediately (and for each successive turn that control is maintained and the victim is unable to leave the space) roll as if one was affected by being 'knocked-down'. As an action, on a roll of 1-5 on 1D6 the control can be sustained in the following turn(s). Range-2. Immunity A clarification: When a player rolls or purchases this Special Ability, he or she chooses a category given in the "Sources of Attacks" section; their character is given a +6 against all of the attack forms listed therein. This Special Ability cannot be gained more than three times. Weaken Substitution: 1-2 Speed. The first time the character's Speed Trait is reduced he or she is unable to move during the first Movement Phase. If thus again 'weakened', the victim cannot move during the second Movement Phase, and insofar as their Speed is concerned, they are inert for the

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remainder of the battle. Thereafter, the target loses one point from their Attack Trait on a 1-3, and one point from their Defend Trait on

4-6. Transference If the player chooses, or by rolling, acquires the Special Ability "Weaken", he or she may upgrade it to this new Special Ability. (the improvement costs an extra Construction Point or an additional dicr roll opportunity). When someone is 'weakened' that deleted Trait point is 'transferred' to the corresponding Trait category of the character who inflicted the depletion. All the stolen points evaporate at the end of the battle. Immobilize After the phrase "Mind Trap" add the phrase "Intensify Gravity" and the word "Encase". Read Minds Add the following to the first sentence: "...; a character can establish silent communication with any friendly character(s) within range." Suppress In the first sentence, the word "turn" is substituted for the word "battle". Dematerialization After the word "Desolidification" add the phrase "Astral Travel". Size Change Shrink: Add this sentence: "A diminutive character can still use Special Attacks as well as "Distraction". Fear Add the following to the second sentence: "...for the remainder of this battle." Power Points In the first sentence, the phrase "game day" is substituted for the word "battle". Like Wherewithal, Power Points are recovered 'overnight'. In the last sentence, the word "character" is substituted for the word "team". Optionally, after the last sentence, add the following: "A new Power Point does not need to be expended in order to perpetuate a potentially continuing effect unless that Special Ability is allowed to lapse or it has failed to be sustained by a successful roll. Sources of Attacks Add the following: "I've classified the preceding sources of attacks into the subsequent categories (Game Masters may, of course, 'reassign these passengers to different cabins')". Biological: Dehydration, Decay, Disease. Electromagnetic: Lightning, Gravity, Electrical, Telekinetic. Exotic: Water, Wave, Positive Energy, Negative Energy, Shadow, Disintegration, Molecular Disruption, Web, Acid. Kinetic/Concussive: Punch, Kick, Strength, Grapple, Ice (shards), Sonic, Thunder, Wind, Explosive, Martial Arts, Arrow, Blade, Crushing, Strangulation, Spines, Bite, Claws, Constriction, Projectile, Ballistic. Mental: Fear, Psychic, Psionic. Radiant: Fire, Ice (encasement), Heat, Light, Cold, Steam, Radiation, Particle, Stellar. Supernatural: Spirit, Mystic. Determine Initiative In the first sentence, the word "character" is substituted for the word "team". Thus each character, independently of their team, rolls for their own Initiative, and then performs his or her Movement, Attack, and Action Phases. In the case of ties, the character with the highest Speed Trait goes first. Movement Phase The following clarifies the second sentence: "Characters can attempt to detect hidden characters either before or after their movement." The following replaces the third sentence: "The density of the occupation of a space is dependent upon its representative size, e.g., a space representing five square feet can hold up to two characters on foot and one airborne character; a space representing ten square feet can hold up to four characters on foot and to airborne ones, etc." Attack Phase The following refinements are added to the fifth sentence: "...; wounded

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characters at the beginning of their first Movement Phase during every subsequent turn (unless they have been rendered unconscious or killed) must roll on the "Weaken" table, furthermore, wounded characters can only move during the second Movement Phase." Lions and Tigers and Bears, Oh My! Some Notes on Animal Attacks Insect swarms (wasps, fire ants, etc.) do not have Traits, instead roll 1D6 times on the "Weaken" table to ascertain the effects of their stings or bites. Pack (dogs, lots of rats, etc.) assaults are more serious. The G.M. should compose a Trait template for the pack which is determined upon an aggregate basis. The pack uses the Special Attack "Immobilze". Boas-the reptile, not the fashion accessory-as well as big lizards should be dealt with in the same way (except, of course, the template is crafted for just one creature). Jungle cats and such will also require their own individual Trait templates. If one of these beasts successfully attacks, the victim must roll to see if they are 'knocked-down'. Return to SUPERHERO SLUGFEST

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SUPERHERO SLUGFEST INTRODUCTION Smash! Blam! Pow! Quick & dirty tactical rules for Superhero combat

MATERIALS Use a hex map with large spaces Use miniatures or action figures with props D6 & D10 needed

TRAITS Heroes have the following Basic Trait values Attack = 1 Damage = 1 Defend = 1 Hits = 10 Speed = 1 Range = 1 (HTH range)

HERO GENERATION For each Hero roll 10 times on the Superhero Powers Table

SUPERHERO POWERS TABLE D10 POWER NOTES 1 2 3 4 5 6 7 8 9 10

Attack +1 Trait; Added to attack roll Damage +1 Trait; Each level inflicts 1D6 Hits worth of Damage Defend +1 Trait; Subtracted from opponents attack rolls Hits +10 Trait; At 0 the hero is unconscious Speed +1 Trait; Spaces moved per turn Range +1 Trait; Range of Attack Flying Special Ability; Vertical + Horizontal movement Split Attacks Special Ability; Each level of the Damage trait is its own separate attack Power Point Determine the source of the power point Special Ability Roll on Random Special Ability Table

RANDOM SPECIAL ABILITY TABLE D100 POWER NOTES 01-05 Stealth Hide(as action) on roll of 1-3 on D6. Cannot be attacked unless detected Surprise attack is at +3 to hit on the first turn Also: Invisibility, Darkness, Camouflage 06-10 Knockdown If attack hits, target cannot attack or move on a roll of 1-4 on D6 on his next turn.

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Knockdowned units are moved back one space and are +1 to be hit. 11-15 Regeneration Recover 1D3 Hits per turn 16-20 Distraction Target(s) loses his next move and action on a roll of 1-4 on D6. Distracted unit is +1 to be hit. Range = the space the attacking character is occupying; everyone else adjacent to that space is potentially affected. Also: Flash, Illusions 21-25 Domination Roll 1D6: *1-2 Animal Control On a roll of 1-4 on a D6 the character can control any one mammal, reptile, or bird within range. As an action, on a roll of 1-5 on a D6 the control can be sustained in the following turn(s). Range=2 *3-4 Mind Control Special attack: Control target human or humanoid on a roll of 1-2 on D6. As an action roll 1-3 on D6 to maintain control on following rounds. Range =2 Also: Charm, Posession *5-6 Plant Control On a roll of 1-4 on a D6 the character can control the bushes and/or trees of the target space; any one within this area must immediately (and for each successive turn that control is maintained) roll as if one was affected by "Knockdown". As an action, on a roll of 1-5 on a D6 the control can be sustained in the following turn(s). Range=2 26-30 Immunity Hero defends at +6 vs a specific type of attack such a energy, fire, spells, bullets, etc. Also: Absorption, Resistance 31-35 Shapeshifting As action Move 3 points between Speed, Damage, Attack, & Defend. This lasts until next transformation. Also: Multiform 36-40 Weaken If attack hits, target loses one point from (Roll D6): 1-2 = Speed, 3-4 =Attack, & 5-6 = Defend until end of battle. Also: Drain, poison, disease, demoralize, age 41-45 Immobilize Special attack: Target cannot attack or move on a roll of 1-3 on D6 on his next turn. Immobilization can be maintained (as an action) if on D6 the roll is greater the captives Attack. Attacks against captives are at +3. The capturer can automatically inflict 1D6 Damage on a held captive each turn after the first. Range =1 Also: Paralyze, Petrify, Entangle, Mind trap, Encase 46-50 Healing As action, adjacent target heals 1D3 Hits. 51-55 Senses Detect on 1-5 on D6 hidden unit within 3 spaces. Also: Precognition, Heightened senses, 6th sense, X-ray vision 56-60 Lucky Each turn cause one diceroll to be rerolled. 61-65 Read Minds Team gets +1 on Initiative rolls; Detect on 1-3 on D6 hidden unit within 3 space. A character can establish silent communication with any friendly character within range. Also: Telepathy, mind probe 66-70 Teleport As an action move to any empty space on the map. Also: FTL travel, Dimmension hopping 71-75 Transform Special attack: Target on a roll of 1-2 on D6 becomes harmless for 1D6 turns. Range =2 Also: Turn into frog, Sleep, Blind, Confusion. 76-80 Reflect On a roll of 1-2 on D6 a missed attack is reflected back to its source. 81-85 Suppress Special attack: On a roll of 1-3 on D6 Target cannot use power points this turn. Also: Dispell. Range =3 86-90 Dematerialize Unit cannot attack or be attacked by physical attacks. Automatically hidden, Pass through walls. Also: Desolidification, Astral Travel. 91-95 Size Change Shrink: Gain Stealth and Attack and Damage = 0. A diminutive character can still use Special Attacks as well as Distraction and Fear. Grow: Defense -X and Damage +X; X can be up to 4 96-00 Fear Special attack: Target on a roll of 1-4 on D6 must run

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away & cannot attack on its next turn. If attack unsuccessful target becomes immune to this attack this battle. Range =3

POWER POINTS A hero with a power point can generate 1D6 effects per game day. Power points are extremely versatile and can be used for almost anything. Power points can be used to imitate any special ability or to increase a trait by +1. A power point can be used to give another unit a second power point (Range =2). They can be used to change the source of an attack or defense the same unit is making. Effects can last up to one turn or more if the character is not engaged in combat.

SOURCES OF POWER POINTS Power points represent a body of knowledge and resources that can have a variety of uses. A source describes where these resources come from. Pick one of these if the Hero has a power point. Sources of Power points include: Gadgets, Scientist, Magician, Mechanic, Spirits, Engineer, Alien Technology, Psionics, Sorcery, Demonics, Biomystic Energies, Divine powers, Mutations, Robotics, Chakras, Necromantic Secrets, Voodoo, Witchcraft, Cybernetics, Dream Realities, Plant Life, Nature, Sorcery, Gravity control Players may wish to limit the types of effects produced by the power point, depending on the source

SOURCES OF ATTACKS A Unit may have several sources: Punch, Kick, Strength, Grapple, Fire, Ice, Lightning, Sonic, Water, Wave, Thunder, Heat, Positive Energy, Negative Energy, Light, Cold, Steam, Shadow, Gravity, Radiation, Wind, Electrical, Particle, Explosive, Stellar, Dehydration, Fear, Telekinetic, Disintegration, Molecular Disruption, Psychic, Martial Arts, Arrow, Blade, Crushing, Strangulation, Web, Acid, Spines, Bite, Claws, Decay, Disease, Constriction, Weapon, Projectile, Ballistic, Spirit, Mystic, Psionic, etc.

SOURCES OF DEFENSE Armor, Force Field, Shield, Dodge, Absorption, Toughness, Metal, Carapace, Exoskeleton, Quick, Luck, etc.

COMBAT TURN SEQUENCE 1. 2. 3. 4.

Determine Initiative Movement Phase Attack Phase Action Phase

DETERMINE INITIATIVE Roll high on D10 to determine the order in which teams take rest of their turns (Steps 2-4). The winner moves, attacks, and takes his actions first, then the next player may go. Turns in game time are 5 seconds long.

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MOVEMENT PHASE Move your heroes on the map a number of spaces up to their Speed Trait. Characters can attempt to detect hidden characters either before or after their movement. Units detect hidden units within 3 spaces on a roll of 1-2 on D6. The density of the occupation of a space is dependent upon its representative size, e.g., a space. representing five square feet can hold up to two characters on foot and one airborne character; a space representing ten square feet can hold up to four characters on foot and two airborne ones, etc.

ATTACK PHASE Attacker picks a target and rolls 1D10. The target must be in range. Units in adjacent hexes (Range = 1) are considered to be in HTH range. The attacker adds their Attack trait and the defender subtracts their Defend trait. On a roll of 6+ the attack hits. Roll a number of D6 equal to the attackers Damage Trait to determine the number of hits the defender loses. A Defender reduced to half his hits is wounded. A Defender reduced to 0 or less hits is unconscious. A Defender reduced to -5 or less hits is killed. Wounded characters at the beginning of their first movement phase during every subsequent turn (unless they have been rendered unconscious or killed) must roll on the "Weakened" subtable of the "Random Special Ability Table", furthermore, wounded characters can only move during the action phase.

ACTION PHASE Heroes that did not attack may do some other activity. They may move a second time.

SUPERHERO TEAMS A typical team will have four members and a theme.

NIPPON ALLIANCE Samurai 'Sokitome' Sam Attack = 4 (Katana) Damage = 3 Range = 1 Split Attacks Defend = 3 (Ancestral Armor) Hits = 30 Speed = 1 Ninja Number Nine Attack = 3 (Ninja weapons) Damage = 2 Range = 2 (Throwing stars) Split Attacks Defend = 4 Hits = 10 Speed = 2 Stealth Wu Jen Wily Attack = 3 (Lightning Blasts) Damage = 2 Range = 4 Split Attacks Defend = 1

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Hits = 10 Speed = 2 Flying (Levitates cross legged) Power point (Magician) Two Ton Sumo Attack = 3 (Sumo Shove) Damage = 3 Range = 1 Defend = 3 Hits = 40 Speed = 1 Knockdown Attack

EVIL UNLIMITED INC Doctor Mandrake Attack = 2 (Force Beams) Damage = 1 Range = 3 Defend = 3 (Force Field) Hits = 20 Speed = 3 Flying (Chrome Antigravity Chair with Fins) Power point (Scientist) Roboticus Attack = 2 (Lasers or Claws) Damage = 3 Range = 2 Defend = 4 (Metal Frame) Hits = 40 Speed = 1 Cyber Chick Attack = 3 (Machine Pistols) Damage = 2 Range = 2 Split Attack Defend = 2 Hits = 10 Speed = 3 (Motorcycle) Power point (Mechanic), Distraction Brain Child Attack = 3 (Telekinetics) Damage = 2 Range = 3 Defend = 2 Hits = 10 Speed = 2 Flying, Power point (Psionics), Mind Control, Senses

GOOD GUYS R' US Captain Kiddo Attack = 4 (Fists or throw shield) Damage = 2 Range = 2 Defend = 4 (Shield) Hits = 20 Speed = 2 (Acrobatic Leaps) Brick Shithouse Attack = 3 (Pummel) Damage = 3 Range = 2 (Throw small cars) Defend = 3 (Brick Exterior) Hits = 40 Speed = 1 Speedball Attack = 3 (Fist Flurry) Damage = 2

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Range = 1 Defend = 4 Hits = 10 Speed = 5 (Running) Sweet Multiplicity Attack = 3 Damage = 3 Range = 1 Defend = 3 Hits = 30 Speed = 2 (Project duplicates) Distract

FREAKY FOUR Battle Fetus Attack = 3 (High Tech Weapons) Damage = 3 Range = 3 (Minimissiles) Defend = 3 (Metal Exoskeleton) Hits = 30 Speed = 1 Poison Oak Attack = 3 (Tendrils) Damage = 3 Range = 1 Defend = 3 (Bark) Hits = 30 Speed = 1 Power Point (Plants), Immobilization (Roots) Cloak Attack = 3 (Knives) Damage = 3 Range = 2 (Thrown knives) Defend = 3 (Shadows) Hits = 20 Speed = 2 Stealth Arachnid Attack = 4 (Spider senses) Damage = 1 Range = 2 Defend = 4 (Reflexes) Hits = 10 Speed = 3 (Web swinging) Immobilization (Web)

THE LAW TEAM Mr Right Attack = 3 Damage = 3 Range = 2 Defend = 2 Hits = 20 (Always do the right thing) Speed = 3 Flying Techno Knight Attack = 3 (Energy Sword) Damage = 4 Range = 1 Defend = 3 ( Power Armor) Hits = 30 Speed = 2 (Mechanical Horse) Ranger Rick Attack = 5 (Arrows)

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Damage = 4 Range = 3 Split Attack Defend = 1 Hits = 10 (Protector of small furry animals) Speed = 1 Girl Power Attack = 4 (Bitchslap) Damage = 3 Range = 1 Defend = 2 Hits = 20 (You go Girl!) Speed = 2 Flying Power Point (Girl Power)

MASTERS OF MAYHEM The Dentist Attack = 3 (Drills) Damage = 5 Range = 1 Defend = 2 Hits = 20 (Spit please) Speed = 1 Fear, Weakness (Novocaine) Sewage Attack = 3 (Raw Sewage) Damage = 2 Range = 2 Defend = 3 Hits = 20 Speed = 1 Stealth, Weakness (Smell), Regeneration Beastiality Attack = 4 (Claws) Damage = 4 Range = 1 Defend = 2 Hits = 20 Speed = 2 Senses Zippy the Evil Clown Attack = 4 (Juggling Balls) Damage = 2 Range = 2 Defend = 3 Hits = 10 Speed = 2 (Unicycle) Distraction (taunts), Lucky

THE CAPED CRUSADERS Latex Man Attack = 2 (Slap) Damage = 2 Range = 4 (Stretch) Defend = 3 (Flexibility) Hits = 20 (Elasticity) Speed = 3 (Springiness) Supra Man Attack = 3 (Punch) Damage = 3 Range = 1 Defend = 3 (Puffed Chest) Hits = 30 Speed = 2 Flying

1915

Dough Boy Attack = 3 (Smack) Damage = 3 Range = 1 Defend = 3 (Cushioned) Hits = 40 Speed = 1 Flame Fatale Attack = 3 (Fireball) Damage = 4 Range = 2 Defend = 2 Hits = 10 Speed = 2 Flying Immunity (Fire, Heat)

LOS AMERICANOS Cupachobra Attack = 3 (Claws) Damage = 3 Range = 1 Defend = 3 Hits = 20 Speed = 2 Stealth, Fear Zorbo Attack = 5 (Fencing sword) Damage = 4 Range = 1 Defend = 4 Hits = 10 Speed = 1 El Gigantico Attack = 3 (Mangle) Damage = 3 Range = 1 Defend = 3 Hits = 40 Speed = 1 Immobilize (Wrestling) Quezquotal Attack = 1 (Sacrificial Knife) Damage = 2 Range = 1 Defend = 3 Hits = 10 Speed = 3 Flying Power Point (Inca Magic), Shapeshift, Read Minds, Healing

THE FOUR FACES OF DEATH Purpleous Dinosaurous Attack = 3 (Theme song) Damage = 4 Range = 1 Defend = 3 Hits = 30 Speed = 2 Road Hog Attack = 3 (Shotguns & Grenades) Damage = 2 Range = 2 Defend = 3 (Thick Hide)

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Hits = 30 Split Attacks Speed = 2 (Motorcycle) Gamma Ray Attack = 3 (Gamma Rays) Damage = 3 Range = 3 Defend = 2 Hits = 10 Speed = 3 Flying Ankhst Attack = 2 (Death Grip) Damage = 3 Range = 1 Defend = 2 Hits = 30 Speed = 1 Weakness (Mummy's Curse), Fear, Regeneration Power Point (Egyptian Magic)

THE DEFENDERS Iron Fist Attack = 2 (Punch) Damage = 3 Range = 1 Defend = 3 (Iron Armor) Hits = 30 Speed = 2 Flying (Rocket Boots) Power Point (Suit Options) Doctor Fantastic Attack = 2 (Plasma Projector) Damage = 3 Range = 3 Defend = 2 Hits = 10 Speed = 3 Flying (Antigravity Disk) Power Point (Weird Science) Super Agent X Attack = 3 (Guns) Damage = 3 Range = 2 Defend = 3 Hits = 10 Speed = 1 Stealth, Split Attacks Power Point (Spy Gadgets) Icicle Attack = 3 (Ice Shards) Damage = 2 Range = 2 Defend = 3 Hits = 20 Speed = 2 Flying Immobilization (Intense Cold)

THE OFFENDERS King Cobra Attack = 4 (Cobra Strike) Damage = 2 (Fangs) Range = 1 Defend = 3

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Hits = 20 Speed = 2 Weakness (Venom), Immobilize (Tail Constriction) Deadeye Attack = 5 (Sixshooters) Damage = 3 Range = 2 Defend = 1 Hits = 20 Speed = 1 Split Attacks, Regeneration (undead cowboy) Mr Humungous Attack = 2 Damage = 3 Range = 1 Defend = 3 Hits = 40 Speed = 1 Knockback, Immunity (Immobilization Attacks) Super Fly Attack = 1 (Proboscis) Damage = 2 Range = 1 Defend = 5 (Shoe Fly) Hits = 10 Speed = 4 Flying (& walks on Ceilings) Weakness (Disease)

EXTRAS Thugs, Police Attack = 1 (Guns) Damage = 1 Range = 2 Defend = 1 Hits = 10 Speed = 2 (cars) Terrorists, Mercenaries Attack = 2 (Guns) Damage = 2 Range = 2 Defend = 1 Hits = 10 Speed = 2 (cars) Soldiers Attack = 2 (Military weapons) Damage = 2 Range = 3 Defend = 1 Hits = 10 Speed = 2 (Vehicles) Tank Attack = 2 Damage = 4 Range = 4 Defend = 3 Hits = 30 Speed = 2 Robot Guards Attack = 2 (Beam weapons) Damage = 2 Range = 2 Defend = 2 (Armor) Hits = 20

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Speed = 1 Kung Fu Guards Attack = 2 (Martial Arts weapons) Damage = 1 Range = 1 Defend = 2 Hits = 10 Speed = 1 Martians Attack = 2 (Heat Rays) Damage = 3 Range = 2 Defend = 3 (Force fields) Hits = 10 Speed = 3 (Flying Saucers) Squid Men Attack = 1 (Claws) Damage = 1 Range = 1 Defend = 1 Hits = 10 Speed = 1 Breathe underwater, Stealth Civilians Attack = -3 Damage = 1 (-3 to roll) Range = 1 Defend = 1 Hits = 5 Speed = 2 (Vehicles)

SCENARIO OBJECTIVES The basic scenario: Each side picks or creates a team and they proceed to beat each other to a pulp. Location: Downtown area. Props: Cars, Police, shoppers, street signs, clothes lines, power lines.

VARIATIONS Add more special powers. Super Duper Heroes: Make Heroes with more than 10 rolls on the power table. Super Critter Slugfest RPG Expansion Rules by Michael Callahan ([email protected]) Sword & Sorcery Rules by Michael Callahan ([email protected])

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SUPERMAN INTRODUCTION Card game for 2 or more players. Each player takes on the role of Superman on a similar but alternate parallel Earth. Players compete to see who captures the most powerful villains.

DISCLAIMER Superman is a licensed, copyrighted property. This merely a fan site.

THE DECK Players share a common deck.

END OF GAME The game ends the end of the turn the last card is drawn from the deck.

WINNING At the end of the game, the winner is the player with the highest total point value of cards in his Prisoner pile.

TURN SEQUENCE Players take turns. Each turn has 2 phases: Action Phase Capture Phase

ACTION PHASE Draw 1 card from the top of the deck or anywhere from the common discard pile. Discard (any cards) down to a seven card hand.

CAPTURE PHASE You may capture a Villain. To do this: Play a Villain card from your hand. Played cards are placed face up on the table in front of you. Play up to two Weapon cards with the Villain. Play up to one Plot card with the Villain Note that each of these cards has a Point value. Add up the total Villain Point value. Next play up to one Superman card if you have one. Next play any number of Power, Ally, and Equipment cards with Superman. Note that each of these cards has a Point value. The total Superman point value must exceed the total Villain point value. Next, Opponents may play from their hands Plot & Weapon cards with the Villain. A Villain may have a maximum of 2 Weapon cards and 1 plot card attached.

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After this, the current player may play from his hand additional Power, Ally, and Equipment cards with Superman. If the total Superman point value still exceeds the total Villain point value, the Villain is captured. The player places the Captured Villain and all cards played with the Villain in his Prison Pile. If the total Superman point value does not exceed the total Villain point value, the Villain escapes. If the Villain escapes, place the Villain and all cards played with the Villain in the common discard pile. Place all played Superman, Power, Ally, and Equipment cards into the common discard.

CARD TYPE NOTATION S P E A

= = = =

Superman Power Equipment Ally (Friends & Locations)

-----------------------------------------V = Villain O = Plot (Plan, Peril) W = Weapon (Villain Powers, Minions & Superman Weaknesses)

SUPERMAN COMMON DECK CARD LIST Card Name: Superman Man of Tomorrow Man of Steel Clark Kent Mild Mannered Reporter Champion of Justice Kal-El Earth’s Champion Secret Identity Perform Good Deeds Red Kryptonite Green Kryptonite Gold Kryptonite Red Sun Radiation Superboy Supergirl Superdog Superwoman Brainiac Super Strength Indestructible Freezing Breath Superspeed Solar Sustenance Super Hearing Telescopic Vision Heat Vision Bullet Proof X–Ray Vision Lex Luthor Justice League Legion of Superheroes Metropolis in Peril Fortress of Solitude

Type S S S S S S S S P O W W W W A A A A V P P P P P P P P P P V A A O E

Points 10 10 10 10 10 10 10 10 3 5 5 7 9 7 8 7 6 7 15 8 7 5 8 4 5 5 6 4 5 15 20 15 8 9

Notes 3 cards like this in the deck

Kara Zor-El “Krypton” Kristin Wells 2 cards like this in the deck

Look at one opponents hand 3 cards like this in the deck

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Leap Over Tall Buildings Lois Lane in Peril Jimmy Olsen in Peril Perry White Phantom Zoner Pa & Ma Kent in Peril Smallvile in Peril Pete Ross & John Ross in Peril Truth, Justice, & the American Way Daily Planet Press Contacts Pentagon Contacts White House Contacts United Nations Contacts Lana Lang High Gravity Elastic Kid Insect Queen Hypnotic Control Ambush Bug Lori Lemaris Nightwing & Flamebird Vartox Battle Suit Master-Mind Complex Scheme Criminal Genius Shrinking Ray Force Field Secret Society of Super-Villains Mr. Mxyzptlk Mystic Powers Bizzaro Brute Force Destroy the Earth Galactic Rule Black Mercy Spaceship Teleportation Device Containment Cube Parasite Mongul Hi-Tech Gadgets Diversionary Tactics Terra-Man Showdown Revenge Match Wits Toyman Galactic Golem Prankster Practical Jokes Lord Satanis & Syrene Time Travel Magic Spells Metallo Blackrock Power Suit Master Jailor Eternity Trap Super Scientific Equipment Karb-Brak Atomic Skull Chemo Mental Blast Vandal Savage Amazo

1922

P O O A V O O O P A A A A A W A A W A A A V W W O W W W V V W V V O O W W W W V V W W V W O O V W V W V O W V W V O W V V W W V V

4 6 5 2 8 6 4 5 5 3 3 5 5 A 6 8 6 7 7 8 5 6 8 6 7 8 7 6 6 10 7 8 13 6 10 10 7 6 8 6 10 17 8 5 10 6 8 6 5 9 8 5 12 9 10 5 7 6 6 7 5 10 8 6 8 25

In a single Bound! Signal Watch Owner of the Daily Planet Jonathan & Martha

4

Lana with Bio-Genetic Ring Atlantean Love Interest Kandorian Heroes Champion of the Sombrero Galaxy +3 with Luthor or Colonel Future +2 with Luthor or Brainiac +2 with Luthor or Vandal +2 with Luthor or Wolfingham +2 with Brainiac +2 with Brainiac +2 with Mxyzptlk +5 with +2 with +5 with Psychic +5 with

Bizzaro or Chemo Brainiac Mongul Vampiric Fungus Mongul

+5 with Terra-Man

+6 with Prankster or Mxyzptlk +5 with Satanis & Blackbriar +5 with Kryptonite +5 with Master Jailor Allergic Alien Mindless Monstrosity +5 with Atomic Skull Immortal Android

Blackbriar Thorne Colonel Future J. Wilbur Wolfingham Kru-El General Dru-Zod Ultra Humanite Super Uniform Superman Robots Supermobile Super Computer Amnesium Memory of Jor-El & Lara Bottle City of Kandor in Peril Super Lab Invulnerable Faster than a Speeding Train

V V V V V V E E E E E O E P P

7 4 6 10 9 10 4 5 7 8 6 P 8 8 7 6

Druid Precognition Con-Man Brilliant Phantom Zoner Megalomaniac Phantom Zoner Transplanted Genius Brain

9

1923

SURVIVING THE GULAG by Marcus Salo

INTRODUCTION Scenario for WarpQuest. Click here for the WarpQuest Core Rules. The year is 1947 and the player is an Estonian patriot and resistance fighter that has been caught by the russians and transported to Siberia to a brutal labor camp. The sentence is ten years of horrific conditions. The player has to survive the camp to return to the beloved Estonia. In this variant there is only one module, the camp. The spaces represent time, not distance like in the original Artifact.

THE HERO Resistance Fighter, Kalle Loodus, 33 years of age, former corpral in the Estonian Army during the independence, fought in Finnish Army during the War of Continuation, after the war returned to the Soviets by Finnish communist traitors, escaped and fought as a "Forest Brother Guerilla Fighter" until caught and sent to labor camp in Siberia. A man with nine lives, just like a cat. Kalle Loodus has six skills, roll on the Skill List Table. In this version there are no companions. Every time Kalle fails a challenge, he loses one life. Skill List Table 1D10 Skill: 1 Fighting +1 2 Cunning +1 3 Agility +1 4 Survival +1 5 Personality +1 6 Toughness +1 7 Spirit +1 8 Stealth +1 9-10 pick any skill

CARD LIST -40F Temperature Survival x 2 Strong Wind Survival x 2 Ivan, Brutal Russian Guard Toughness x 2 Russian Interrogators Cunning x 2 Russian Prisoner Gang Fighting x 2 Forced Labor Toughness x 2 Food Storage Window Open Stealth & Agility (if succesfull, eat your stomach full and advance 1d6 spaces forward) Torture Toughness & Spirit Exhaustion Spirit x 2 Desperation Spirit x 2 Fellow Estonian Prisoner No challenge, gain 1 Spirit Armenian Prisoner that has two coats Personality x 2 (if succesfull, the Armenian sells you the other coat, gain 1 Survival) Boris, Brutal Russian Guard Toughness x 2

1924

Diarrhea Survival x 2 Hunger Spirit x 2 New Prisoners Personality x 2 (if succesfull, you get news from home, gain 1 Spirit) Storage Room Door Unlocked Stealth & Agility (If succesfull, you steal a new pair of pants, Survival +1) Lithuanian Prisoner that works in the Kitchen Personality x 2 (if succesfull, eat your stomach full and advance 1d6 spaces) Caught Stealing, 1 month in total isolation Spirit x 2 Warm Summer Day No Challenge, advance 1d6 spaces Fever Survival x 2 Vladimir, Brutal Russian Guard Toughness x 2 Work in a Coal Mine Agility & Toughness Deep Snow Survival & Agility Communist Propaganda Officer Cunning x 2 (if succesfull, you fool the communist and are released from labor for a week, advance 1d6) Russian Doctor Cunning x 2 (if succesfull, you play sick and stay a week in a hospital, advance 1d6) Exhaustion Spirit x 2 Scurvy Survival x 2 Desperation Spirit x 2 Mad Guard Shooting from the Guard Tower Agility x 2 Russian Under Cover Informer Cunning x 2 Kitchen Duty Stealth x 2 (if succesfull, eat your stomach full and advance 1d6 spaces) Tuberculosis Survival x 2 Finnish POW No challenge (you have a nice long chat about the Russians. Gain 1 Spirt)

1925

SWAMP FIGHTERS INTRODUCTION Wet Wargame for 2 or more players. Fantasy Swamp theme.

VICTORY Destroy all enemy units.

DICE, CHITS, CARDS & TILES Tiles are used to make the Map. Chits are used to represent Units. Each player has their own set of unit chits. Cards are used to represent Spells. Six sided dice are needed to play.

TERRAIN TILE LIST Type: # Cost Notes: Swamp 4 1 Wet, Trees Marsh 4 1 Wet Slough 4 2 Wet, Trees Bog 4 2 Wet Mud Hole 4 2 Wet, Treacherous Bayou 4 1 Wet, Trees, Home Sawgrass 4 2 Dry, Treacherous Fen 4 1 Dry Hammock 4 1 Dry, Trees Mangroves 4 2 Dry, Trees Rocks 4 2 Dry Mound 4 2 Dry, Home Spawning Pool 4 2 Water, Home Pond 4 1 Water Sink Hole 4 2 Water Root Water 4 2 Water, Trees # = Number of Tiles in Terrain Tile Set Cost = Cost in Move Points to enter

THE MAP Use a Chessboard (8 x 8). Randomly distribute the tiles to the 64 spaces.

SETUP Players pick which race they want to control. Each race has its own set of Chits. Each Player starts with their Leader chit located in a Home Space. Randomly determine who goes first.

RACES 1926

Several races (& subspecies) live (and fight) in the swamp: Lizard Men Crab Men Bullywugs Snake Men Turtle Men

LIZARD MEN UNIT CHIT LIST Unit Name: # Force Move Hits Gecko 4 2 4 1 Leaping Lizard 4 2 4 1 Chameleon 4 2 3 2 Horned Lizard 4 3 2 3 Komodo Dragon 3 4 3 3 Lizard King 1 5 3 2 Special Ability: All Lizard units have Dry & Tree

Notes: Shaman Jump Shell

CRAB MEN UNIT CHIT LIST Unit Name: # Force Move Rock Lobster 4 3 2 Jumbo Shrimp 4 2 2 Hermit Crab 4 2 2 Stone Crab 4 4 2 Horseshoe Crab 3 2 4 King Crab 1 5 2 Special Ability: All Crab units have Shell

Hits 2 1 2 3 2 3

Notes: Water Water Shaman Dry

Hits 1 1 3 2 1 2

Notes: Tree Water Dry, Shaman Shell Poison Leader

Hits 1 1 1 3 2 2

Notes: Water Tree, Shaman Dry

Hits 2 2 2 2 3 2

Notes: Wet Water Dry, Shaman

Leader

BULLYWUGS UNIT CHIT LIST Unit Name: # Force Move Tree Frog 4 2 4 Frog Man 4 2 3 Bull Frog 4 3 3 Horny Toad 4 3 3 Poison Dart Frog 4 4 4 Frog Prince 1 5 4 Special Ability: All Frog units have Jump

SNAKE MEN UNIT CHIT LIST Unit Name: # Force Water Snake 4 2 Tree Snake 4 2 Grass Snake 4 2 Python 4 3 Viper 3 4 King Cobra 1 5 Special Ability: All Snake units have

Move 4 3 4 3 4 3 Poison

Leader

TURTLE MEN UNIT CHIT LIST Unit Name: Snapper Sea Turtle Tortoise Ninja Turtle Galapagos Mock Turtle

# 4 4 4 4 3 1

Force 3 2 2 4 3 5

Move 2 2 2 3 2 2

Leader

1927

Special Ability: All Turtle units have Shell

TURN SEQUENCE Players take turns. Each turn has 5 phases: Recruit Phase Magic Phase Move Phase Battle Phase End Phase

RECRUIT PHASE Keep your Chits in a separate pile. Draw 1 Unit Chit from your unit pile per Home space you control. Put the unit into play on or adjacent to the Home space.

ADJACENCY RULE Units or spaces must share a common border to be adjacent. Diagonal spaces and units are not adjacent.

STACKING RULE You may stack up to 3 of your units in a single space. Discard excess units. The stacking limit must be strictly enforced.

MAGIC PHASE If you control any Shamans, draw 2 Spell cards. Max hand size is 5 cards. Discard excess cards.

MOVE PHASE Each unit has a number of Move Points (MP). Different Terrain types have different Move costs to enter. Wet Units pay 1/2 MP to enter Wet spaces Dry Units pay 1/2 MP to enter Dry spaces. Water Units pay 1/2 MP to enter Water spaces. Tree Units pay 1/2 MP to enter Tree spaces You cannot enter or move through a space containing enemy units. Units with Jump can move over intervening stacks. Units moving into Treacherous territory must end their move.

BATTLE PHASE You may attack adjacent enemy stacks with your own stacks. Resolve conflict between two opposing stacks, one at a time. A turn may have multiple battles between multiple stacks. Battles are fought in Rounds. During each round, each unit in turn in both opposing stacks gets to attack once. Start with the Active player (Player whose turn it is) Pick which of your units is attacking and Roll 1D6. If the roll is equal to or less than the attacking units Force, one Hit is inflicted. If there is a Hit, the defender decides which of his units is hit. Any unit reduced to zero hits is discarded.

1928

The other player then attacks and so on. This repeats until one side is completely eliminated. A Shaman instead of attacking may cast a Spell. A Wet, Dry, Tree, or Water unit attacking into or out of the appropriate terrain type has its Force increased by one.

POISON A unit hit by a poison unit must roll 1D6. On a roll of 1-2 the unit is killed.

SHELL If a Shell unit is hit, roll 1D6. On a roll of 1-2 the hit is ignored.

END PHASE Remove Summoned and Mesmerized Units from play.

MAGIC SPELL DECK Spell: # Summon Kin 2 Noxious Vapor 4 Mist 4 Stuck in the Mud 4 Poison Gland 4 Thick Skinned 4 Desiccate 4 Hot Blooded 4 Regenerate 4 Mesmerize 2 # = copies of this card in the

Notes: Draw a Unit Chit. It joins the Battle All enemy units get Force –1 this Battle End Battle Immediately Target Unit cannot attack this Battle Target Unit gets Poison Ability Target Unit gets Shell Ability Force 2 Attack vs all Enemy units this round All your units get Force +1 this Battle Put Unit just destroyed in Battle back into play Take control of target Non-Leader Unit deck.

TILE & CHIT SETS Really cute stuff by jiminybollocks Check it out: Click Here

COMMENTARY By Jiminy Bollocks... I use damage counters to mark which units have suffered hits, and I find that after the battle phase is over it is best to remove all damage counters. This speeds up the game and stops the playing area from getting cluttered. If a leader is killed I just allow him to be recruited again as a unit, since there is no rule stating otherwise. If all units on one side in a battle are affected by a Stuck in the Mud spell, I play that the affected side automatically loses, so as to speed up the game, because the result is inevitable due to the lack of any dispelling spells. When I play, the summon kin and mesmerize spells allow a stack to break the usual stack limit. Since the affected units are discarded at the end phase, this doesn't upset the game too much.

1929

SWARM INTRODUCTION 2 player board & card abstract strategy wargame. Each player controls an insect swarm.

VICTORY Destroy your opponents swarm or control all the Den spaces in play or Be in control of the most spaces when the deck runs out.

THE BOARD Use an 8x8 square grid. Each square has a terrain type. Randomly distribute the following terrain types: 1 – Flat Ground – No effects 2 – Grass – Stacks in this square get Attack +1 3 – Mound – Stacks in this square get Defense +1 4 – Food Source – If you occupy this space your Swarm gets Reproduction +1 5 – Broken Ground – A stack in this space gets Stack +1 6 – Water – Stacks may not end their moves on this space. 7 – Den – Victory condition: A stack in this space gets Stack +2

PIECES Each player starts with a set of counters of a unique color (use checkers). The counters are called “Insects” (or Bugs). A stack of insects in a space is called a “Stack”. When referring to all your Insects use the term “Swarm” (or Hive).

ATTRIBUTES Your insects/swarm has the following six attributes: Attack, Defense, Movement, Reproduction, Stacking, Intelligence. Each Insect has a base Attack value = 1 Each Insect has a base Defense value = 1 Each Insect has a base Movement value = 1 Your Swarm has a base Reproductive capacity = 1 Each Stack of Insects has a base Stack limit = 1 Your Swarm has a base Intelligence level = 1 The attack value is how much damage an insect can inflict in attack phase. The defense value is how much damage an insect can take before being destroyed. The Movement value determines how many spaces an insect may move. The Reproduction value is the number of new insects you get each turn. The Intelligence value is how many stacks or partial stacks you may move per turn. The Stack value is the limit of how many insects you may have in one stack. As you gain cards, the values of your attributes will increase. Certain terrain types will give attribute bonuses to your swarm or occupying stacks.

SETUP Each player starts with one Insect counter in one corner of the board. Players should start in opposite corners. The player with the most bulgy eyes goes first.

1930

THE DECK Players share a common deck. The deck contains one of each card described in the card list.

TURN SEQUENCE Players take turns. Each turn has 5 phases: Evolution Phase Reproduction Phase Move Phase Attack Phase Disperse Phase

EVOLUTION PHASE Draw 1 card from the deck. Place it face up in front of you with the rest of the cards. Your swarm immediately and permanently gets the attribute bonus indicated on the card.

REPRODUCTION PHASE Gain a number Place the new If placing on If you cannot

of new insects equal to your Reproduction attribute. insects on top of your existing stacks or in empty adjacent spaces. top of a stack, you cannot exceed your stack limit attribute. place an insect, discard the counter.

MOVE PHASE You may move up to a number of stacks equal to your Swarms Intelligence level. This includes partial stacks if you are breaking up a larger stack. You may use a move to combine stacks together. (Note: at the start of the game, your stack limit = 1) You may move your stacks into spaces occupied by enemy stacks. 2 or more of your stacks in the same space will automatically combine to form 1 stack.

ATTACK PHASE If two opposing stacks occupy the same space, they will fight. Combat is simultaneous. Each stack inflicts damage equal to the sum of all the attack scores of all its insects. An insect can take as much damage as its defense value before being killed. Excess damage not enough to kill an insect is ignored. The attack phase may end with stacks from both players occupying the same space.

EXAMPLE OF COMBAT Joe’s Swarm has a total Attack = 1 and Defense = 1 Ron’s Swarm has a total Attack = 1 and Defense = 2 Ron has a stack of 3 insects & Joe has a stack of 5 insects in the same space. Ron inflicts 3 damage, so 3 of Joe’s insects are killed. Joe inflicts 5 damage, so 2 of Ron’s insects are killed. (Each of Ron’s insects can take 2 damage: it would have taken 6 damage to kill all 3)

1931

DISPERSE PHASE If a stack contains more insects than its stack limit, the excess insects must disperse. Place the dispersed insects into empty adjacent spaces (not to exceed the stacking limit). If an insect is unable to disperse, it is removed from play.

CARD LIST NOTATION A D M I R S X

= Owning this card gives all your insects Attack +1 = Owning this card gives all your insects Defense +1 = Owning this card gives all your insects Move +1 = Owning this card gives your swarm Intelligence +1 = Owning this card gives your swarm Reproduction +1 = Owning this card gives each of your Stacks Stack +1 = Skip the rest of your turn & Draw 2 cards

CARD LIST Card Name Swarm Hive Social Insects Caste System Colony Mandibles Pincers Sting Bite Venom Carapace Exoskeleton Segmentation Chitin Size Increase Queen Drones Pheromones Care for the Larvae Lay eggs in Host Wings Jumping Swimming Digging Migration Antennae Compound Eyes Signaling Ganglia Aggression Metamorphosis Cocoon

1932

Type S S S S S A A A A A D D D D D R R R R R M M M M M I I I I I X X

SWORD & SORCERY RULES for Super Hero Slugfest by Michael Callahan at [email protected] SWORDS & SORCERY SLUGFEST (a permutation of SUPERHERO SLUGFEST) (Unless otherwise noted all of the revisions of and the optional rules SUPERHERO SLUGFEST will be used in this variant.) Character Creation In homage to and in conformity with the conventions of fantasy role-playing games, a player can personify either a warrior or a wizard. If one chooses to play a warrior, the player receives five Construction Points with which to build their character. (Before CP's are added, selections made, or dice rolled, player and non-player characters, and all monsters as well, start with the Basic Traits package and are the equivalent of zero-level beings. Each Construction Point increases the level by one-thus, beginning PC's enter the game at fifth level.) Players must apply four of these CP's to the improvement of their character's Traits. The last Point represents the power of a magical melee weapon (a boon, an heirloom, or perhaps 'acquired' by the character in a previous adventure). Roll once on the Random Special Ability Table to determine the nature of the weapon's power; other magical artifacts can be likewise generated. Player character wizards also receive five Construction Points-however, only one of these can be alloted to increasing the character's Traits, the others are used to buy Power Points. Next, the player determines their character's spell repertoire. For each Power Point, the player picks an ability from the Random Special Ability Table (to this end, "Flight" is substituted for "Knockdown"). Thus a beginning PC wizard can generate between 4-24 spell effects per 'game day'. Sorry, wizards cannot hoard and accumulate unexpended Power Points. No wizard can 'embody' more Power Points per day than their maximum storage permits. Unused PP's are carried over to the next day; otherwise, Power Point slots are 're-energized' if the wizard sleeps for at least six hours straight. PP's affixed to an artifact or weapon are recovered by the next encounter. Should the wizard endow someone with a Power Point, the recipient can only employ effects already known by the wizard who imbued that character. So how does one cast a fireball or shockbolt? The mechanism has been provided by these two phrases from the Power Points section: "...increase a trait by +1.", and "Effects can last up to one turn...." An explanation by way of an example: Waldo the Wizard is having a bad day-it began, when just after dawn, he was accosted by a truculent troll (are there any other kind?). As a fifth level or beginning player character, he knows these four standard spell effects: Mind Control, Read Minds, Reflect, and Fear. During the first combat turn, discharging one Power Point, Waldo only gained one effect, and unfortunately (I told you it was one of those days), the troll is now immune to Fear. He refrained from attempting to mentally dominate his opponent because of the poor odds of success and that the troll's next attack could be decisive. Realizing that he needed to end this fight quickly, in the next turn, Waldo improvised a new offensive spell-The Blazing Beam of Troll Trouncing. Expending two of his three remaining Power Points, the player rolled a couple of six-siders and produced eight spell effects! Waldo has a factor of 1 in the relevant Traits of Attack, Range, and Damage. Since our wizard is already in melee the variable of Range is a moot issue. Understandably, he is fretful about overcoming the troll's impressive Defend Trait, and so four additives each are dedicated to the other component Traits (for a +5 Attack and Damage in this combat turn). Good luck, Waldo. As you can see, Waldo's Traits are not so much intrinsically changed or bettered, as for this purpose, used for a basis of measurement. Let me use Waldo to address another topic (that Blazing Beam of Troll

1933

Trouncing must have worked after all). Waldo is gambling in a tavern. Waldo is a magic-user, he is not a card-shark, and if he doesn't win this pot he will be calling himself Waldo the Begger. He spends one Power Point and generates four spell effects. Our less-than-sportsmanlike wizard then successfully deploys one of these effects as Mind Control to 'persuade' his opponent to fold. Scooping up his winnings Waldo quickly leaves town. The GM rules that the encounter is over and the left-over three spell effects have dissipated. Now if Waldo had wanted to play another hand, or if his victim's suspicious friends decided to detain Waldo before he could mount his horse, then the encounter is continuing (albeit, in a new phase), and the uncommitted spell effects (as well as any unreleased Power Points) would be available for Waldo's use. Other Races and Classes Instead of furnishing an encyclopedia of templates (the particulars of which I presume most Game Masters prefer to develop for themselves), I shall withdraw from my stockpile two examples which GM's can use as guidelines for creating their own augmentations or additions to the basic options of the human warrior or wizard (in order to sustain the appeal of these primary stereotypes, in contrast to their exotic or specialized alternatives, I have tried to implement a principle of balance: for every 'advantage' there is a roughly comparable 'disadvantage'). Dwarf: +10 Hits, and roll twice on the Random Special Ability Table (re-roll duplication) to determine the magical melee weapon's powers; a Dwarf cannot be a wizard, and his Speed Trait can never be greater than 1 (otherwise as a warrior). Druid: Automatically possesses Animal and Plant Control as Special Abilities; but if the Druid attempts to enter a man-made enclosure, he or she must roll as if attacked by the Special Ability Fear. Experience For every opponent who is at least two levels higher than and is single-handedly vanquished (slain or rendered unconscious and captured) by a player character that PC is rewarded with one Construction Point and a +1 to their Wherewithal task resolution roll (or, if you will, advances a level). A PC warrior must devote their CP to the improvement of a Trait, however, a player character wizard may either increase the prowess of a Trait or buy an extra Power Point. Monsters To ascertain how dangerous a given monster is, the Game Master rolls 1D6: 1=a fifth level monster is encountered (i.e., the GM has five Construction Points with which to 'evolve' the Traits of and/or acquire Special Abilities-including "Flying", "Split Attacks", and Power Points-for the monster, creature, or entity; 2=sixth level; 3=seventh level, etc. If the GM's in a foul mood, he or she can roll more dice. With the available options, any entry from your favorite fantasy beastiary should be capable of being modeled. Cannonfodder Rabble (and perhaps goblins): use the Civilians statistics from the Extras section of SHSF (in this case, and those below, the Speed Trait, if above 1, represents horses and the Range Trait, if above 1, represents bows, javelins, slings, etc.) Outlaws or Militia: as Thugs and Police. Cultists, Criminal Enforcers, and Mercenaries: as Terrorists and Mercenaries. Soldiers: as Soldiers. Elite Soldiers: as Kung Fu Guards.

1934

SWORDS & SORCERY FANTASY MINIATURES WAR GAMING RULES INTRODUCTION Rules for miniatures battles in a fantasy setting

TURN SEQUENCE Cavalry, flying, and fast units (7"+) move first Movement is in inches The base move rate of cavalry is 10" Roll high to see which player goes first Units in base to base contact with enemy units cannot move unless they retreat A unit may retreat on a roll of 1-4 on D12 Retreating units cannot attack Infantry and slow units (6" or less) move next The base move rate of infantry is 4" Roll high to see which player goes first Ranged Attacks This includes archers, thrown weapons, catapults, many spells, etc Roll high to see which player goes first Polearm Attacks This includes pikes, halberds, spears and lances Infantry that did not move may set their spears to receive a charge The units must have their bases touching Pikes attack first, all other attacks are simultaneous Flyers must declare if they are engaging in HTH (otherwise they cannot be attacked by nonflyers) Hand to Hand Attacks (HTH) The units must have their bases touching Attacks with normal HTH weapons resolved first and are simultaneous Unarmed attacks and attacks with 'short' HTH weapons resolved next and are simultaneous Morale Check Determine if unit needs to check morale Rally Check Leaders may attempt to rally routing units

ATTACK RESOLUTION To determine the result of an attack roll D12 and consult the following table Each figure can make one attack per turn against another figure in range

ATTACK ROLL RESULT TABLE Roll 1D12 1-6 7-12

Result Notes Miss A natural roll of 1 always misses Hit A natural roll of 12 always hits. Roll on Damage Table

ATTACK ROLL MODIFIERS All modifications are cumulative

1935

Die Roll Modification +1 The attacker is Infantry -1 The attack is Ranged -1 Attack is at Long Range -1 Attacker is unarmed (Bare hands) -3 Attacker is prone (Knocked down) +1 Second HTH attack vs target this turn +1 Each additional HTH attack made vs target this turn +1 Attacker is veteran, elite, heroic, or highly trained +1 Cavalry HTH vs archer targets -1 Defenders have heavy armor (Move -1) -1 Defender has shield -2 Defender has large shield -1 Attacking in HTH vs defender with any type of sword (swords are good parrying weapons) -2 Attacking in HTH vs defender wielding staff two handed -1 Attacker has large shield (Move -1) +X magical weapon bonuses +1 Attacker using Blunderbuss (Shot spreads) -1 Attacker is an archer that moved this turn -1 Attacker is mounted archer +1 Attacker is infantry with pike set to receive a charge -1 Charging infantry with pikes set to receive a charge +1 Attacking unit from side in HTH +2 Attacking unit from rear in HTH +1 Surprise attack +1 Charge (Moving into HTH from at least 2" away; cannot be the result of a retreat) -1 Attacker is wounded/per wound -1 Attacker is making additional attacks/per attack (If unit is capable of such) +1 Attacker berserk (Battle Frenzy) HTH +1 Berserk Defender +1 HTH Attacks vs siege unit crews and noncombatants -1 Defenders have Dodge ability -1 Defenders have cause Fear ability +1 Attacking a unit that tried to retreat but failed -1 Attack by figure that tried to retreat this turn +1 Bonus vs units of a certain type. For example: +2 vs Giants -1 Large unit attacks vs Small figures +1 Attacking Large units +1 Attacker riding on Savage Mount in HTH -1 Defender has Tough hide -1 Ranged attack vs unit partially under cover (behind wall, tree, window) -1 Attacker fatigued -1 Attacker on unstable ground +1 Defender in HTH on unstable ground +3 Defender immobilized. Immobilized units cannot move or attack +1 Attacking with net. Net does no damage but target immobilized for 1D3 turns +1 Attacker or defender using Flail or Ball & Chain in HTH +1 Attacker using pick or morning star against unit in heavy armor +1 Attacker using a 1H weapon with 2 hands in HTH -1 Attacker using any type of axe +1 Attacker is a Spellcaster casting an attack spell with a Magestaff

RANGED ATTACKS Ranges are in inches Double the listed range is long range Range Attack Type 2 Thrown dagger, Knife, Axe, Ball & Chain 3 Spear, Sling, Matchlock Pistol, Crossbow Pistol 4 Javelin, Blunderbuss 5 Short bow

1936

7 8 10 15+

Crossbow Arquebus Long bow Catapult, Ballista, Cannon

DAMAGE ROLL TABLE Roll on this table if a unit has been hit Roll 1D12 Result 1 or less Stunned (No damage but unit's next attack roll is at -1) 2-3 Wounded (Move & Attack & Damage rolls -1 per wound) 4 Wounded & Disarmed (Unarmed units Attack roll & Damage roll -2) 5 Wounded & Knocked Down (Move = 0 & Attack roll -3) 6 Wounded & Disarmed & Knocked Down 7-8 Mortally Wounded (Unit immobilized & will die in 1D6 if not healed or regenerated) 9-12+ Killed (Unit loses 1 Hit)

LIST OF MODIFIERS TO DAMAGE ROLL Roll -3 -1 -1 -1 +0 +0 +0 +2 +1 +2 -1 +1 -1 -1 +1 +1 +1 +1

Modifier Attacker is unarmed (Bare hands) Dagger, Club, Staff Arrows, sling stones, pistol, blunderbuss, crossbow pistol Whip (Attack in Pole arm phase, +1 to Rally Roll) Swords, spears Mace, Hammers: Hits caused by these weapons are always also knock down Crossbow bolts, Arquebus(Guns & crossbows require a turn to reload) Ballista bolts, catapult shot Pike, Halberd, 1-H axe, 2-H sword, 2-H Warhammer Battle axe Defending unit has heavy armor Defending unit has no armor Defending unit has tough hide Attacking unit is weak Attacker is berserk Attack is poisonous Defender is wounded/per wound Attacker is strong

MOVEMENT RATES Speeds are in inches A unit may double its move but it will be fatigued next turn A fatigued unit moves at half speed rounded down Speed Unit Type 2 Supply Wagons, Siege engines being towed, Walking wounded 3 Infantry with heavy armor, Slow units, Pikes, Large shield, Refugees, Encumbered 4 Typical infantry 5 Infantry with no armor, Fast units 6 War Elephant 7 Chariot 8 Horse & Rider with heavy armor & barding 10 Horse & Rider 12 Horse & Rider with no armor or barding

TERRAIN Nonflying units will in general move around obstacles like boulders and trees Units on rough or unstable terrain will move at half speed rounding down

1937

Rough terrain: Mud, rocks, loose sand, bushes, tall grass, rope bridge, up slopes Noncavalry units can climb at a rate of 1" turn Only units described as "scalers" can climb flat walls without ropes and ladders

MORALE Units must check morale under the following circumstances: If the unit has been attacked this turn If a friendly unit within 10" has been killed, immobilized, or is routing If a far superior enemy unit is within 10" If heavily outnumbered A Fear unit ability may require a morale check

MORALE CHECK RESULT TABLE Roll 1D12 1-4 5-12 A routing unit

Result Unit routs next turn Unit continues to fight will attempt to move off the table at full speed avoiding enemy units

MORALE CHECK MODIFIERS All modifications are cumulative Die Roll Modification +2 Unit making check is veteran, elite, heroic, or a monster -2 Unit making check is a noncombatant, untrained, green, or cowardly -1 Facing a unit with more than one hit +4 Unit making check is undead -1 Unit making check is heavily outnumbered +1 Friendly Musician within 10" +1 Friendly Leader within 10" +2 Friendly Commander within 10" +1 Friendly Standard within 10" +2 Unit making check is berserk

RALLY CHECK A leader unit may try to rally routing units within 8" A rally attempt is successful on a roll of 1-6 on D12 Roll once for all units in range

RALLY CHECK MODIFIERS Die Roll +1 +1

Modification Commander Unit being rallied is veteran, elite, heroic

SPELLS Make a card for each spell. At the beginning of the battle each spellcaster draws a number of cards equal to the number of spells they know. Each caster may discard and draw one new spell. Spell Notes Blood Rage 2D6 Friendly units within 10" go berserk for 3 turns Stone Wall 10" long, 3" high, ½" thick, Permanent, Range = 10" Fire Wall 10" long, 3" high, fear ability, Units that cross it are attacked immediately (Attack roll +1) , Range = 10" Stone to Mud Destroys Earth obstacles (10" length of wall) Range = 10"

1938

Slow Units in a 5" radius cannot move for 3 turns, Range = 10", Units may save vs magic Enlarge Unit becomes large (Move +4", Hits +1, & Attack roll +2) for 4 turns, Range = 5" Polymorph Unit becomes helpless for 1D6 turns, Range = 10", Unit may save vs magic Dispell Negates a spell that lasts X turns, Range = 20" Teleport Move self or unit within 10" anywhere on table Weakness Units in a 5" radius become very weak (Attack rolls -2) for 3 turns, Range = 10", Units may save vs magic Animate Dead Target Dead unit becomes undead & gains fear ability, Range = 5" Alter Terrain Change the terrain in a 5" Radius permanently, (Add or remove obstacles), Range = 10" Petrify Target becomes a terrain obstacle (statue) permanently, Range = 5", Units may save vs magic Charm Take control of target unit, Range = 5", The unit may save each turn Turn Undead All undead in 10" radius of caster must check morale at -8 Fireball Range = 10" affects all units in 2" radius. Attack roll +2, Damage roll +1 Fear Cast in Morale check phase. All enemy Units within 10" must check morale at -1 Lightning Bolt Range = 15" Damage roll +3 Cone of Cold Range = 8" affects all units in 30 degree cone. Attack roll +2, Units immobilized on a roll of 1-2 on D6 for 1 turn Poison Gas Range = 6" affects all units in 4" radius. Attack roll +2, Damage roll -1 Touch of Death HTH attack. Damage roll +5 Heal Cast in Rally phase. Remove all wounds on one figure. Range = 5" Great Heal Cast in Rally phase. Remove one wound from all friendly units in 5" Ressurrect Cast in Rally phase. Restore one dead unit to 1 Hit. Range = 5" Haste Range = 5" Cast in Move phase. Target gets double movement for 4 turns Fly Range = 5" Cast in Move phase. Target flying & move = 20" for 3 turns Shield Range = 5" Cast in Move phase. Target is -3 to be killed for 3 turns Courage Friendly units in 8" get attack roll +1 & morale check +1 for 2 turns Paralyze Range = 10" Unit immobilized(cannot move or attack) for 1-3 turns, Units may save vs magic SAVE vs SPELL If a spell allows its target a saving throw, roll 1D12 Roll Result 1-10 The spell takes effect 11-12 The spell is resisted and there is no effect on that target unit. LIST OF MODIFIERS TO SAVE vs SPELL ROLL Roll Modifier +1 Defending Unit is veteran, heroic, or elite +1 Defending Unit is large, giant, monster, or dragon +X Defending Unit has magic resistance +X +2 Defending Unit is a spellcaster +1 Defending Unit has shield -1 Caster has a magestaff

UNIT COSTS Unit costs are in gold The Base cost of a figure is 5 gold (1 Hit, 1 Attack) Cost Ability or Equipment -1 Weak -1 Cowardly -1 No armor(Move +1) +1 Shield or Large Shield +2 Tough hide +2 Heavy armor +2 Strong +2 Ranged attack up to 7" (not including Thrown weapons) +0 Short 1H weapon: Dagger, short sword (get one free if unit has no other HTH weapons, otherwise cost +1)

1939

+1 +2 +2 +3 +3 +1 +2 +2 +1 +2 +2 +3 +1 +2 +2 +2 +4 +3 +1 +2 +2 +4 +1 +1

1H or 2H HTH weapons: Sword, battle axe, staff 1H Polearms: spear, halberd, lance 2H only Polearms: pike (Move -1) Ranged attack 7" or over Additional attack Berserker Veteran, elite, hero Spellcaster Spell known Magestaff (cost +1 if in the form of a weapon) Leader Commander Undead Cause Fear: Enemy units within 4" must check morale Regenerate: Unit removes one wound per turn in Rally phase Cavalry: Move 7"+ Flying: Unit can avoid HTH Extra Hit Net. No damage but target immobilized for 1D3 turns Special Bonuses: Per +1 to damage roll. Examples: Giant, Claws Special Bonuses: Per +1 to attack roll. Examples: Area effects, skill Siege artillery. These fire once every other turn Scaler (can climb flat walls without ropes and ladders) Magic Resistance +1

SAMPLE UNITS Cost

Type: Notes

DWARVES 14 11 13 14 8 8 7

Dwarf Clanlord: Infantry, Heavy Armor, Veteran, Shield, Sword, Commander Dwarf: Infantry, shield, heavy armor, hammer or axe, veteran Dwarf Hero: Infantry, heavy armor, warhammer (2-H), Berserker, Leader, Hero Dwarf Rune Master: Spellcaster, 4 Spells, hammer (magestaff) Dwarf Gunner: Arquebus, Short Sword Dwarf Shieldbearer: Heavy armor, Large shield, Short sword Gnome: Archers, blunderbuss, sword or axe, weak

ELVES 14 19 11 18 Second 12 (Sword

Elf Battlemage: Sword, Spellcaster, 4 Spells known, Leader Elf Lord: Sword, Spellcaster, 8 Spells known, Commander Elf: Archer, longbow, sword, veteran Elf maiden on Unicorn: Savage mount, Magic sword +1, Spellcaster, 4 Spells, attack (Unicorn horn) Leader Elf Blade master: Infantry, Sword, Veteran, Dodge, No armor, Second attack or Dagger)

GOBLINS 11 10 6 5 9 7 11 8 6 13

1940

Goblin General: Infantry, Sword, Veteran, Commander Goblin Sergeant: Infantry, Sword, Veteran, Leader Goblin: Infantry, shield, spear, cowardly, weak Goblin Scout: Infantry, sword & dagger, scaler, no armor, weak Goblin Wolf Rider: Cavalry, savage mount, sword or axe Goblin Archer: Archer, shortbow, cowardly, weak, poisoned arrows Goblin Witchdoctor: Spellcaster, 4 Spells, leader, weak, No armor Goblin Fanatic: Berserk, Weak, Ball & Chain (2-H), Dagger Goblin Powder Keg: No armor, Bomb strapped to back (1" Radius, Attack roll +2) Troll: Large, Strong, Claws (Damage roll +1), tough hide, regenerate

ORCS 11 14 9 9 12 axe 13 8 11 18 +2)

Orc Taskmaster: Infantry, Whip, Sword, Veteran, Leader Orc Warboss: Infantry, Heavy Armor, Veteran, Shield, Sword, Commander Orc: Infantry, shield, heavy armor, sword or axe Orc Bolter: Crossbow, axe Orc Shocktroop: Cavalry (Warpigs), savage mount, shield, heavy armor, sword or Orc Shaman: Spellcaster, 3 Spells, leader, Sword Savage Orc: Infantry, No Armor, Berserk, War club or Stone axe, Shield Black Orc: Strong, Sword or Morning star, Shield, Heavy armor Ogre: Large, Giant (Damage roll +2), hits = 2, tough hide, Maul (Damage roll

MEDIEVAL MEN 15 16 14 7 9 7 8 15 17 6

Knight Captain: Cavalry, Heavy Armor, Veteran, Shield, Sword, Leader Kings Champion: Cavalry, Heavy Armor, Veteran, Shield, Sword, Commander Knight: Cavalry, shield, heavy armor, lance, veteran Pikeman: Infantry, Pike, short sword Halberdier: Infantry, Heavy armor, Halberd Swordsman: Infantry, shield, sword Yeoman: Archer, Longbow, dagger Wizard: Spellcaster, 7 spells, No armor, weak, Magestaff Cleric: Spellcaster, 4 spells, heavy armor, shield, mace, leader Flagellants: Flail, No armor, Berserk

BARBARIANS 11 11 Leader 14 6 7 6

Barbarian Chieftan: Infantry, Two-handed Sword, Veteran, Commander Barbarian Chieftans Bodyguards: Infantry, Two-handed Sword, Veteran, Berserk, Barbarian Warpriest: Warclub (Magestaff), Spellcaster, 4 spells known Barbarian: Infantry, Berserkers, Battle axe Barbarian Raider: Infantry, shield, sword or axe Barbarian Naked Warriors: Infantry, No Armor, Javelins, Dagger

NOMADS 9 6 5 13 14 14 11 8

Nomad Nomad Nomad Nomad Nomad Nomad Nomad Nomad

Lancer: Cavalry, Lance, Shield, No armor Dervish: Infantry, Sword, No armor, Berserker Unich Guard: Infantry, No armor, Two-handed sword Raj: Cavalry, Leader, Sword, Shield, Veteran Rajesh: Cavalry, Commander, Sword, Shield, Veteran Sorcerer: Spellcaster, 5 Spells, No armor, Magestaff Horse Archer: Cavalry, archer, longbow, sword Hussar: Cavalry, Sword, No armor, Shield

UNDEAD 11 Skeleton: Undead, Infantry, shields, spears, cause fear 10 Skeletal Archer: Undead, archers, shortbows, cause fear 11 Zombie: Undead, Infantry, claws, regenerate, cause fear 15 Skeletal Champion on Undead Horse: Cavalry, Shield, sword, cause fear, savage mount, leader 19 Necromancer: Spellcaster: 5 spells, cause fear, no armor, Commander, Dagger (Magestaff)

ORIENTAL 1941

13 12 12 13 10 9 7 9 5

Shogun: Heavy armor, Sword, veteran, Commander Diayamo: Heavy armor, Sword, veteran, Leader Shugenja: Spellcaster, 6 Spells, No armor Samurai Mounted Bowman: Cavalry, Archer, Longbow, veteran, sword Samurai Sword: Infantry, Sword, Berserk, Elite Heavy Infantry: Heavy armor, Shields, Maces Bushi Spearman: Infantry, Spear Ashigaru Gunner: Arquebus, Short sword Monk: No armor, Staff

OTHER UNITS 12 Catapult: Siege artillery, affects all units in a one inch radius, range = 520", requires 3 crew 12 Ballista: Siege artillery, affects all units out to 15", requires 2 crew 5 Siege Crewmember: No armor, short swords 5 Porter: Carry supplies such as ammo, ladders and ropes 5 Sapper: Pick & shovel 5 Musician: Instrument (Drum or horn), no armor, short sword, weak 6 Standard bearer: Standard, sword, weak 5 Kobold: Infantry, shield, dagger, net, cowardly, weak 6 Ratling: Infantry, shield, sword, weak 7 Halfling: Archers, sling, short sword, weak 8 Dark Elf: Sword, Crossbow Pistol 8 Sea Elf: Trident, Net 13 Chaos Warrior: Infantry, Heavy Armor, Shield, Sword or Axe, Fear, Chaos Mutation (Attack roll +1) 11 Beastman: Infantry, Tough Hide, Shield, Sword or Axe, Berserk 16 Minotaur: Large, Very Strong (Damage roll +2), Berserk, Battle Axe, Tough Hide, Hits =2 36 Dragon: Fire breath (Range = 4" affects all units in 30 degree cone. Attack roll +2. Useable 3x per day) or bite +2 Damage, Second attack: Claws +1 Damage, Third attack: Tail sweep(Rear 90 degrees only), Hits = 4, Flying (Move = 16), Tough Hide x 3, Large

EXAMPLE OF A SPECIAL HERO Cost Component 12 Elwylin the Elf Lord: Hero, Commander, Heavy Armor 9 Rune Sword: 1-H, Damage roll +2, Attack roll +1, HTH attack rolls vs this unit at -1 Attack roll +2 vs Demons, Cast 1 Fireball per battle 8 Spellbane: Shield, Magic resistance +3, attack rolls vs this unit at -1 20 Griffon Mount: Beak attack, Claws (second attack), Flying, Move = 18", Monster, Savage (Attack rolls +1) The total cost for Elf Lord on Griffon is 49 gold

AFTER THE BATTLE The winners battlefield casualties include: 25% Dead/Missing, 35% Routed, 40% Wounded The losers battlefield casualties include: 40% Dead/Missing, 15% Captured, 15% Wounded & Captured, 15% Routed, 15% Wounded Routed & Wounded units return to their armies after the battle

BASIC SCENARIO 500 Gold to a side Each side has one Commander No dragons in the basic scenario

1942

The first side to lose all its leaders or suffer 50% casualties will abandon the field.

1943

SWORDS & SUCH INTRODUCTION Abstract War game for 2+ players.

VICTORY Capture your opponents King.

DICE Two 6-sided dice are required.

THE BOARD 12 x 12 square grid.

TERRAIN Clear Spaces & Mountain Spaces. Units cannot move into or through Mountain spaces.

UNITS Each player has a set of 15 units (or men): 1 King 4 Knights 4 Archers 6 Footsoldiers

SETUP Place your men in your back 2 rows. Only one unit per space. Roll high to see who goes first.

TURN SEQUENCE Players take turns. On your turn roll two dice. For each roll move one man that many spaces. Units cannot jump over other units. If you land on an opponents man, you capture it. Captured units are removed from play.

KNIGHTS A Knight can move twice using both dice.

ARCHERS 1944

Archers do not move when they capture. (They shoot an arrow) Archers may shoot over other units.

PASSING You may pass instead of using a dice roll.

1945

TALES OF ARABIA by Frederic Moll ([email protected]) Here is another way to use the cards described in the ARABIA game.... It will be "ARABIA : the story-telling game"... The original idea came when i first played "Once upon a time" game... Thus it use the OUAT system with arabian twists... Material required : - Cards from the ARABIA game - Endings cards (similar to the OUAT ending cards but with arabian flavor) - More cards (locations, characters, etc....) Goal of the game : Being about to tell and finish stories... The longer the story, the more victory points will be earned... Game setup : Give to each player 4 ending cards. Shuffle the remaining ending cards with the ARABIA cards and then deal 7 cards to each player. One of the player will begin to tell a story and put down a card when the card/word is said... Game system (borrowed from OUAT game): Every time a word on a card is said, the card will be put down on the right of the last card. If during his play, the teller says a word that is on a card of another player hand, it will be an interruption. The interruption put his card down and must continue the story. Beginning a sub-story : As most arabian stories have sub-stories, when a character/human/intelligent being is placed down, it is possible to begin a sub-story... Example : when Alex played the "Old man on the sea", he decides to start a sub story that will be told by this old man... The sub story cards will be placed in a row under the originating card... To conclude the sub-story , and thus continue the original storyline, at least 4 cards must be placed before being able to put an ending card... As in arabian tales, it is possible to have a sub-story told during a sub-story... When the sub story is ended, the "ending" player take all the cards composing the sub story in front of him in his victory pile. Picking additional cards : When a player is interrupted, he must pick a card from the deck of unused card. If a player try to place an ending card that is not viewed as a good ending to the story by the other players, he must pick 3 additional cards. Finishing the game : The game is finished when a player has laid down all his story cards and place the final ending to the main storyline. Determining the winner : Being the finishing player of the main story : 2 points For each sub-story/story finished : 1 point + (number of story cards played in the story minus 3)... Example : Alex was able to finished 2 sub stories (8 cards long and 6 cards long)... Thus alex will earn : 1 point + 5 points (8 - 3) for the 8 cards long story 1 point + 3 points (6 - 3) for the 6 cards long story

1946

TANK KILLERS INTRODUCTION 2 player card game. Simulates a battle between two tank formations during WW2. The current version of the game has decks for: Germans, British, and Americans circa 1944-5.

THE DECKS During play there are 3 decks. Players share a common Tactics Deck. Each player also has his own unique Formation Deck. The tactics deck has 80+ cards. The German deck has 40 cards. The American and British decks have 50 cards.

DISCARD PILES There is one common discard pile for the Tactics deck. Each player keeps two discard piles for his Formation deck. One pile is the Reserve discard pile. The other is called the Casualty discard pile.

VICTORY You win if half of your opponent’s formation cards are in his casualty pile. Your opponent’s forces break and either rout or surrender. Other Scenario conditions are possible.

SETUP Each player starts with 3 Tactics cards in their hand. Formation cards never go in your hand.

TURN SEQUENCE Players take turns. The player taking his turn is called the active player. The other player is referred to as the opponent or defender. Each turn is divided up into 3 Phases with sub-phases: I. Maneuver Phase II. Attack Phase 1. Attacker Subphase 2. Target Subphase 3. Lost Attack Subphase 4. Modifier Subphase 5. Resolution Subphase III. Free Attack Phase 7. Free Attack Subphase 8. Free Attacker Subphase 9. Attack Subphase

MANEUVER PHASE 1947

The active player draws 3 Tactics cards. Maximum hand = 9 cards. Discard excess cards. If the Tactics deck runs out, shuffle the discard and draw from it.

ATTACKER SUBPHASE Discard any face up units you have in play, that attacked on your last turn, to your reserve pile. Take the top card form your Formation deck and Put it face up on the table in front of you. This is the unit or support unit that is attacking this phase.

TARGET SUBPHASE The attacker has a choice of units to attack this phase: 1. Any opposing unit that is still in play, or 2. The top card of the opponents Formation deck. The top card is turned face up, and remains on the deck. The target unit is also called the defending unit. If the target is a support unit, discard it to its reserve pile, and the phase ends immediately.

LOST ATTACK SUBPHASE The defender may play a card from his hand that has the “Lost Action” effect. This ends the current phase immediately. The defender may play a card from his hand that has the “End Turn” effect. This ends the active players turn immediately. The defender may play a Logistics or Mine card from his hand that has the “Out of Action” effect. This ends the current phase immediately and the attacking unit goes to its casualty pile. These cards cannot be played against Support attacks unless the card specifically says so. The played card is discarded.

MODIFIER SUBPHASE The attacker and defender may take turns (attacker first) playing tactics cards that Modify the “Penetration Factor” of the attacking unit. Only one “Range” card may be played. Only one “Hit” card may be played. Only one “Ammo” card may be played. In general the attacker will play cards with a positive bonus. The defender will play cards with a negative penalty. If Range card is played that is farther than the Range factor of the Attacker, the current phase ends immediately. Range cards cannot be used by or against support attacks. Played tactics cards are discarded.

RESOLUTION SUBPHASE If the attackers modified penetration factor is equal to or greater than the defenders Defense factor, the defending unit is destroyed. When attacking Infantry, use the Infantry factor instead of the penetration factor. A destroyed unit goes to its casualty pile. If the defending unit is not destroyed, it remains in play. Whenever a phase or turn ends, discard any attacking support card, to its casualty pile. Non-support attacking units stay in play.

1948

If the defender was not destroyed, the attacker may play a Hit, or Morale card with an “Out of Action” effect. A target put out of action is destroyed.

FREE ATTACK SUBPHASE The active player may play a card from his hand that has the “Free Action” effect. This basically gives the player another attack phase. After every attack phase, the active player may have another attack phase as long as he plays a Free Action card.

FREE ATTACKER SUBPHASE If the Free Action card also says “Same unit”, then the attacker may be a nonsupport unit that already attacked this turn. Otherwise: Take the top card form your Formation deck and Put it face up on the table in front of you. This is the unit or support unit that is attacking this phase.

ATTACK SUBPHASE This is a repeat of Subphases 2-5 of the Attack Phase.

FULL EXCHANGE RULE If your Formation deck ever runs out of cards, shuffle your reserve pile, this becomes your new formation deck. However, you cannot attack until your opponent uses up his formation deck. Everytime both players finish going through both their decks, this is known as a “Full Exchange”.

TACTICS DECK Card Name: Point Blank 500 yards 750 yards 1000 yards 1500 yards 2000 yards Underside Hit Topside Hit Rear Hit Flank Hit Shot Trap HEAT Round AP Round Flame Thrower = PB Panzerschrek/faust Bazooka/PIAT Satchel Charge Machine Gun Grenade down the Hatch Barrel Damaged Treads Damaged Commander Killed Turret Jammed Buttoned Down Suppressed Veteran Unit

Type: Range Range Range Range Range Range Hit Hit Hit Hit Hit Ammo Ammo Ammo

Effect: P +2 P -1 P -2 P -3 P -4 P -5 P +10 Cannot be used by support P +8 P +6 P +4 P +8 P +2 P +3 P & I +3 Attacking Tanks and Infantry. Max range

Ammo Ammo Ammo Ammo Damage Damage Damage Damage Damage Morale Morale Morale

P +5 P +5 P +6 I +3 OOA, OOA, OOA, OOA OOA, Lost Lost Free

Attacking German Infantry vs Vehicles Attacking Anglo Infantry vs Vehicles Attacking Infantry vs Tanks Attacking Tanks and Infantry Attacking Infantry vs Tanks Target Vehicle or Gun only Target Vehicle only Target Tank only Action, Target Tank only Action Action

1949

Green Unit Pinned Down Shaken Abandon Tank Rally Professionalism Entrenched Sloping Armor Skirt Armor Out of Fuel Out of Ammo Air Drop Supplies Supply Depot Breakdown Repairs Reserves Reinforcements Anti-Tank Mine Forward Observer Radio Quick Kill Fast Turret Traverse High Rate of Fire Crossfire Air Superiority Seasoned Commander Combat Engineers Indirect Fire Reconaissance Opportunity Fire Tracers Rugged Defense Unit Separated Fog of War Missed by a Mile Take Cover Awaiting Orders Formation Disorder Counter Attack Surprise Contact Ambush Tanks vs Infantry Infantry vs Tanks Fast Tank Overrun Surrounded Breakthrough Blitzkrieg only Outmaneuver Concentrate Force Trapped Burning Wreck Hilltop Vantage Camouflage Road Block Mud Tank Traps Smoke Roads Broken Ground Soft Ground Trees Buildings Bocage Bridge Crossing

1950

Morale Morale Morale Morale Morale Morale Armor Armor Armor Logistics Logistics Logistics Logistics Logistics Logistics Logistics Logistics Mine Command Command Command Command Command Command Command Command Command Command Command Command Command Command Command Command Command Command Command Command Command Command Command Command Command Maneuver Maneuver Maneuver Maneuver Maneuver

Lost Action Lost Action Lost Action Out of Action, Target Tank only Negate Morale card just played Negate Morale card just played, German only P -3 P -1, Target Tank only P –2, Target Tank only Lost Action Lost Action Free Action, Anglo only Free Action Out of Action Negate Hit card or Breakdown card Put top casualty card onto bottom of reserve deck Put top casualty card onto bottom of reserve deck Out of Action, vehicles only Free Action Free Action Free Action, Same unit Free Action, Same unit, Anglo Tank Free Action, Same unit Free Action Lost Action, Anglos use vs Germans Free Action Free Action Free Action Free Action Free Action P +1 P -8 Lost Action Lost Action Lost Action, Can be used vs Support Lost Action, Can be used vs Support Lost Action Lost Action End Turn End Turn End Turn Lost Action, Tank Attacking Inf Free Action, Inf attacking Tank Free Action, Attacking Light/Med Tank Free Action, Attacking Light/Med Tank Free Action, Attacking Light/Med Tank Free Action, Attacking Light/Med Tank Free Action, Attacking Light/Med Tank, Germans

Maneuver Maneuver Terrain Terrain Terrain Terrain Terrain Terrain Terrain Terrain Terrain Terrain Terrain Terrain Terrain Terrain Terrain

Free Free Free Lost P +2 Lost Lost Lost Lost Lost Free Lost Lost Lost Lost Lost Free

Action, Attacking Light/Med Tank Action Action Action Action, Can be used vs Support Action Action Action Action Action Action Action, Target Heavy Tank Action Action Action Action

Poor Visibility

Terrain

Lost Action, Can be used vs Support

INTERPRETATION OF CARDS Each card is an abstraction that could mean several things but still just having one game effect. For example: The 'Trees' card might mean your opponent is slowed down by moving through forest, or that your unit has found cover in the woods. Anglos = British or Americans. OOA = Out of Action

FORMATION CARD LIST ABBREVIATIONS Type = Formation cards can be of two types: Units or Support LT = Light Tank Unit MT = Medium Tank Unit HT = Heavy Tank Unit TD = Tank Destroyer Unit AT = Anti-Tank Gun Unit Inf = Infantry Unit FA = Field Artillery Unit SP = Self Propelled Gun AC = Armored Car Unit APC = Armored Personnel Carrier Unit M = Mortar MI = Mechanized Infantry Unit AA = Anti-Aircraft Unit Air = Air Support Art = Artillery Support Pen = Penetration Factor: Used for attacking vehicles. Inf = Infantry Factor: Used for attacking Infantry Def = Defense Factor: Used to determine if the card survives an attack. Rng = Maximum Range: Range cards can be used to negate attacks. # = Number of that card in the deck.

GERMAN 1944-5 WEST FRONT FORMATION DECK VERSION 001 CARD LIST Card Name PzIVh Panther JpzIV JpzV StgIIIf Hetzer Tiger Tiger II Panzergrenadiers Fallschirmjaeger Panzerschrek Team 50mmPaK 75mmPak 88mmPak43 150mm s IG 33 150mm s FH 18

Type MT MT TD TD SP SP HT HT Inf Inf Inf AT AT AT Art Art

Pen 9 12 12 15 9 9 10 15 1 4 7 7 12 15 2 4

Inf 4 4 3 3 3 3 4 4 3 5 1 2 2 3 8 16

Def 6 8 8 8 5 7 9 12 3 4 2 2 1 1 ---

Rng 2000 2000 2000 2000 2000 2000 2000 2000 PB PB PB 2000 2000 2000 2000 2000

# 6 6 2 2 4 2 2 1 2 2 2 2 2 1 2 2

AMERICAN 1944-5 FORMATION DECK VERSION 001 CARD LIST 1951

Card Name M4 Sherman M4-76 M4-105 M5 M24 Chaffe M10 M36 M8 M7 Infantry Platoon M-Gun Platoon M1 81mm Mortar 57mm M8 Rocket Salvo 155mm Howitzers 240mm Howitzers B-25 Mitchells P-51 Mustangs

Type MT MT MT LT LT MT MT AC SP Inf Inf M AT Art Art Art Air Air

Pen 7 12 6 4 7 9 13 4 2 3 2 1 6 3 4 6 10 12

Inf 4 4 5 3 4 3 3 2 6 3 6 7 2 10 10 16 12 4

Def 6 6 6 4 5 5 5 3 2 3 2 2 2 ------

Rng 2000 2000 2000 1000 2000 2000 2000 1000 2000 PB PB 2000 2000 2000 2000 2000 2000 2000

# 6 8 2 2 2 6 2 2 2 4 2 1 2 1 2 2 2 2

BRITISH 1944-5 FORMATION DECK VERSION 001 CARD LIST Card Name M4 Sherman M4 Firefly Comet M3 Stuart Archer Achilles Humber 6 Pounder British Infantry Bren Gun Platoon 155mm Howitzers 240mm Howitzers Hawker Typhoons Spitfire V

Type MT MT MT LT SP TD AC AT Inf Inf Art Art Air Air

Pen 7 11 9 4 11 12 4 8 2 1 4 6 10 12

Inf 4 2 3 3 3 3 3 1 3 5 10 16 10 4

Def 6 6 9 4 5 6 2 1 3 2 -----

Rng 2000 2000 2000 1000 2000 2000 1000 2000 PB PB 2000 2000 2000 2000

# 6 4 2 4 4 2 2 4 4 2 2 2 2 2

UPCOMING EFFORTS Soviet 1942 and German East Front 1942 Set. British & German East Africa 1943 Set. Some minor revisions to the existing decks, cards, and rules may be made.

OPTIONAL RULE: ADD RANDOM FACTORS Requires use of dice. When attacking add 1D6 - 1D6 to the penetration factor. Note that negative results are possible.

CARD SET AVAILABLE! Thank you Janne Thörne ([email protected]) for this work of art. Click here to get the Card Set

GAME DESIGNERS NOTES I originally planned doing a game with maps and chits, however

1952

there is at least 300+ games that already fit this description, so I decided it would be better as a light, quick, filler card game. You'll notice the American units are mostly inferior to the German units. Historically, this is more than made up for by the fact that as the war progressed, Allied manpower and production of materials swamped that of the Axis. To make things more fair, you may want to add cards to the Allies decks.

1953

TAROT WARS

INTRODUCTION CCG style rules for Tarot Decks. There are so many nice Tarot Decks it’s a shame not to game with them. Card game for 2+ players.

VICTORY Reduce your opponent to Zero Life Points.

THE DECK Players share a common deck. Use any Tarot Deck on hand. There are 3 card types: Characters, Events, and Modifiers: Character cards stay face-up in play until killed. Event cards are discarded as soon as they are played. Modifier cards stay in play attached face-up to a Character card.

LIFE POINTS Each player starts with 50 Life Points. Use coins to keep track of LP.

ACTION TOKENS Use tokens for Action Tokens (AT). Every time a Character is used to Attack, Block, or some other action, put an AT on it. A Character with an AT can do nothing until the AT is removed in Beginning Phase.

OTHER TERMINOLOGY 1954

Target (Unspecified): Character or Opponent’s Life Point Total.

SETUP Each player is dealt 7 cards. Cut the Deck High to determine turn order.

TURN SEQUENCE Players take turns. Each turn has 5 Phases: Beginning Phase Draw Phase Character Phase Attack Phase End Phase

BEGINNING PHASE Remove Action Tokens from your Characters.

DRAW PHASE Draw 2 cards and put them in your hand. If the Deck runs out, shuffle the discard & draw from it.

CHARACTER PHASE Put Character cards from your hand face-up into play. The Characters you play can have a maximum combined Base Force = 12 You “Control” Characters you put into play. You may also put Modifier cards into play. Modifier cards are attached face-up to a Character card. A Character can have a maximum of 1 Sword card attached.

ATTACK PHASE Your Characters may Attack. Characters attack a Target Opponents Life Point Total (LPT). An Unblocked Character does Damage equal to its Modified Force Total (MFT). This Damage is subtracted from the players Life Points. The Target Opponent (The Defender) may use his Characters to Block. The Defender chooses which of his Characters block which Attackers. Each pair of Blocking/Blocked Characters does damage to each other. If a Character receives more damage in a Phase than its MFT, it is discarded. Blocked Characters do not damage the opposing LPT. Characters cannot attack the turn they are put into play.

END PHASE Maximum hand size = 7 cards. Discard excess cards.

CARD LIST NOTATION C = Character (The number after the C is the “Force” of the Character)

1955

E = Event M = Modifier

CARD LIST Card Name The Fool The Magician The High Priestess The Empress The Emperor The Hierophant The Lovers The Chariot Strength The Hermit The Wheel of Fortune Justice The Hanged Man Death Temperance The Devil The Tower The Star The Moon The Sun The Last Judgment The World King of Wands Queen of Wands Knight of Wands Page of Wands Ace of Wands Two of Wands Three of Wands Four of Wands Five of Wands Six of Wands Seven of Wands Eight of Wands Nine of Wands King of Cups Queen of Cups Knight of Cups Page of Cups Ace of Cups Two of Cups Three of Cups Four of Cups Five of Wands Six of Cups Seven of Cups Eight of Cups Nine of Cups King of Swords Queen of Swords Knight of Swords Page of Swords Ace of Swords Two of Swords Three of Swords Four of Swords Five of Swords Six of Swords Seven of Swords

1956

Type M C10 C7 C8 C9 C6 E M M C2 E E E E E C11 C20 E E E E E C5 C4 C3 C2 E E E E E E E E E C5 C4 C3 C2 E E E E E E E E E C5 C4 C3 C2 E E M M M M M

Notes Character has a Base Force = 1 Action: Look at opponents Hand All your Characters get Force +1 All your Defending Characters get Force +2 All your Attacking Characters get Force +2 Action: Draw 1 Card Take control of target Character Force +10 if Attacking Force +5 Action: Look at next 7 cards in deck All Players discard their hands and draw 7 cards Duplicates an Event Card just Played Discard Target Character Each player must discard one of their Characters in Play Search Discard for Card & put it in your hand Action: Opponent Discards 1 card The Tower Cannot Attack Draw 3 cards Opponent must discard entire hand Take an extra turn after this one Discard all Characters in Play Search Deck for Card & put it in your hand All your Wands do +2 Damage Action: Do 1 point of Damage to Target Force +7 if Blocking or Blocked Draw a card if you play a Wand Put Target Character back in owners Hand Do 2 Damage to all Targets in play Do 3 points of Damage to Target Do 4 points of Damage to Target Do 5 points of Damage to Target Do 6 points of Damage to Target Do 7 points of Damage to Target Do 8 points of Damage to Target Do 9 points of Damage to Target Draw a card if you play a Cup Action: Negate 2 points of Damage to Target If killed gain 10 Life Points Gain Life = Damage caused by Page Opponent cannot Attack this Turn Target Character cannot attack this Turn Gain 3 Life Points Gain 4 Life Points Gain 5 Life Points Gain 6 Life Points Gain 7 Life Points Gain 8 Life Points Gain 9 Life Points All your Swords do +2 Damage You may use Swords like Wands Attached Sword has Double Force If Unblocked opponent must discard a card All your Characters get Force +1 this turn Target Character cannot be Blocked Character gets Force +3 Character gets Force +4 Character gets Force +5 Character gets Force +6 Character gets Force +7

Eight of Swords Nine of Swords King of Pentacles Queen of Pentacles Knight of Pentacles Page of Pentacles Ace of Pentacles Two of Pentacles Three of Pentacles Four of Pentacles Five of Pentacles Six of Pentacles Seven of Pentacles Eight of Pentacles Nine of Pentacles

M M C5 C4 C3 C2 E E E E E E E E E

Character gets Force +8 Character gets Force +9 Hand Size +3 All Opponents Hand Size –1 Immune to Opponents Event Cards Cannot be Blocked Discard all Modifier cards in Play Discard target Modifier Card Negate Card just Played Negate Card just Played Negate Card just Played Negate Card just Played Negate Card just Played Negate Card just Played Negate Card just Played

NOTES if you have more than 3 or 4 players, you may want to use more than one deck.

VARIANTS PLEASE I welcome people to write up: 1. Variant rules for cards (For example- The Fool cannot Block) 2. Variant card rules for the whole deck (Rewrite all the cards- allow for more combos or different strategies) (Note in some decks the Knight & Page are the Prince & Princess) 3. Variant card rules for different Tarot Decks. (For example- You might want to use my card rules list for the Rider-Waite Tarot Deck and a different rules list for the Sacred circle Tarot Deck, and then play the Decks against each other. It would need to be following the same general rules to be playable thoughThe court cards being characters Wands as event damage Swords as character equipment Cups as health Pentacles as magic/metagame And the other cards as a variety of specials character, modifier and event.)

1957

LINKS Tarot Decks ELEMENTAL DECK CARD LIST (by Peter Cobcroft) Card Name Type Notes The Fool C1 Gets Force +1 for every Opponent Character in play The Magician C10 Action: Look at opponents Hand The High Priestess C7 All your Characters get Force +1 The Empress C8 All your Defending Characters get Force +2 The Emperor C9 All your Attacking Characters get Force +2 The Hierophant C6 Action: Draw 1 Card The Lovers E Take control of target Character The Chariot M Force +10 if Attacking Strength M Force +5 The Hermit C2 Action: Look at next 7 cards in deck The Wheel of Fortune E All Players discard their hands and draw 7 cards Justice E Duplicates an Event Card just Played The Hanged Man E Discard Target Character Death E Every player must discard one of their Characters in Play Temperance E Search Discard for Card & put it in your hand The Devil C11 Action: Opponent Discards 1 card The Tower C20 The Tower Cannot Attack The Star E Draw 3 cards The Moon E Opponent must discard entire hand The Sun E Take an extra turn after this one The Last Judgment E Discard all Characters in Play The World E Search Deck for Card & put it in your hand King of Wands C6 Adds 1 Force to other Wand Characters (earth elemental) Queen of Wands C4 You may use Wands like Swords Knight of Wands C3 Attached Wand has Double Force Page of Wands C2 Draw a card if you play a Wand Ace of Wands E All your Characters get Force +1 this turn when blocking Two of Wands E Do 2 Damage to all Targets in play (earthquake) Three of Wands M Character gets Force +2 when blocking, +4 if discarded (earthworks) Four of Wands M Character gets Force +3 when blocking, +5 if discarded (earthworks)

1958

Five of Wands discarded (earthworks) Six of Wands discarded (earthworks) Seven of Wands (earthworks) Eight of Wands discarded (earthworks) Nine of Wands discarded (earthworks) King of Cups Queen of Cups Knight of Cups Page of Cups Ace of Cups Two of Cups Three of Cups Four of Cups Five of Cups Six of Cups Seven of Cups Eight of Cups Nine of Cups King of Swords Queen of Swords Knight of Swords Page of Swords Ace of Swords attacking Two of Swords Three of Swords (fireball) Four of Swords discarded (fireball) Five of Swords discarded (fireball) Six of Swords discarded (fireball) Seven of Swords (fireball) Eight of Swords discarded (fireball) Nine of Swords discarded (fireball) King of Pentacles elemental) Queen of Pentacles Knight of Pentacles Page of Pentacles Ace of Pentacles Two of Pentacles Three of Pentacles (wind) Four of Pentacles (wind) Five of Pentacles (wind) Six of Pentacles (wind) Seven of Pentacles (tornado) Eight of Pentacles (tornado) Nine of Pentacles (tornado)

M

Character gets Force +4 when blocking, +6 if

M

Character gets Force +5 when blocking, +7 if

M

Character gets Force +6 when blocking, +8 if discarded M

Character gets Force +7 when blocking, +9 if

M

Character gets Force +8 when blocking, +10 if

C6 C4 C3 C2 E E E E E E C6 C4 C3 C2 E M

M

Adds 1 Force to other Cup Characters (water elemental) Action: Negate 2 points of Damage to Target If killed gain 10 Life Points Cup cards give +2 Life E Opponent cannot Attack this Turn M Target Character cannot block (quicksand). Gain 3 Life Points Gain 4 Life Points Gain 5 Life Points E Gain 6 Life Points Gain 7 Life Points Gain 8 Life Points Gain 9 Life Points Adds 1 Force to other Sword Characters (fire elemental) You may use Swords like Wands Attached Sword has Double Force If Unblocked opponent must discard a card All your Characters get Force +1 this turn when Target Character cannot attack (wall of fire) Character gets Force +2 when attacking, +4 if discarded

M

Character gets Force +3 when attacking, +5 if

M

Character gets Force +4 when attacking, +6 if

M

Character gets Force +5 when attacking, +7 if

M

Character gets Force +6 when attacking, +8 if discarded M

Character gets Force +7 when attacking, +9 if

M

Character gets Force +8 when attacking, +10 if C6

C4 C3 E E

E

Adds 1 Force to other Pentacle Characters (wind

Ignores Opponents Modifier Cards Immune to Opponents Event Cards C2 Cannot be Blocked Remove all modifier cards and deal randomly (hurricane) Move any card on the table to any player (gust) Move card just played to own Character of choice E

Move card just played to own Character of choice

E

Move card just played to own Character of choice

E

Move card just played to own Character of choice

E

Move card just played to any Character of choice

E

Move card just played to any Character of choice E

Move card just played to any Character of choice

1959

NOTES Wands = Earth Cups = Water Swords = Fire Pentacles = Air A Character may only have one Sword and one Wand card.

1960

TAVERN BRAWL INTRODUCTION Card Game for 2 (or more) players. Common Deck CCG Format. Fantasy Theme. A Fight breaks out at Ye Olde Dragon Tavern (& Inn). Recruit Characters to “your side” to knock out your opponent’s Characters and drink all his beer.

VICTORY Reduce your opponent to zero Beers.

TIDBITS Use coins for damage and bottle caps for beers.

BEERS Each player starts with 10 Bottles of Beer on the Wall.

THE DECK Players share a common Deck. The deck contains 1 copy of each card listed.

CHARACTERS Characters have 2 Stats: Hits & Strength Each Character has one or more traits, such as Mage or Fighter.

SETUP Each player draws 7 cards. The biggest player goes first.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Quaff Phase I’ll get you for that Phase Brawling Phase

QUAFF PHASE Draw 3 cards. Max hand size is 7 cards. Discard excess cards. If the Deck runs out, shuffle the discard & draw from it.

1961

I’LL GET YOU FOR THAT PHASE Put characters from your hand into play face up onto the table. You may attach positive modifier cards (from your hand) to new characters. Your opponent may attach negative modifier cards to your new characters. You may attach weapon cards to your characters. A Character may only have one Weapon attached. (Note all weapons are makeshift. Swords & such were checked at the door) Only Fighters may attach Armor cards.

BRAWLING PHASE You may attack with your Characters. Assign each of your Characters to attack 1 target opposing Character. Each of your Characters can only make 1 attack. Each target opposing Character can only be attacked by 1 of your Characters. (If you have more characters, some will not be able to attack.) Your Character does damage equal to the characters Strength. An attached Weapon will increase a Character’s Strength. You may play up to 1 Attack card on a Character to increase his Strength for this turn. Your opponent may play a Defense card to completely negate an Attack. Record damage on Character cards with coins (1 cent = 1 point of damage). If (& only if) all of you opponent’s Characters have been attacked, your remaining Non-attacking Characters may drink 1 Bottle of Beer off the Wall. Your opponent loses 1 Beer for each drinking Character. If your opponent is reduced to zero beers (start total = 10) he loses the game. Stunned Characters cannot Attack or use Defense cards. At the end of the phase, Discard Attack & Defense cards that were played during the phase. Employees may not attack each other. Instead of attacking, or Drinking Beer, a Character may eat Food (Discard Food card) Instead of attacking, drinking, or eating, a Mage may cast a spell (Discard Spell card) When attacking a base 1/10 Character, flip a coin. If Tails the attack is negated.

CARD LIST NOTATION Str/Hits = Strength & Hits C = Character W = Weapon O = Modifier A = Attack D = Defense XI = Special card played in XR = Special card played in XA = Special card played in XQ = Special card played in G = Girl E = Employee S = Strong F = Fighter T = Thief M = Mage Z = Spell N = Opponent is Stunned for Y = Food

your own "I’ll get you for that Phase" response to an opponent's attack your own attack phase Quaff phase

2 turns by this attack

CARD LIST Card Name: Old Red the Bartender Trish the Tavern Wench

1962

Str 3 2

Hits 30 20

Type CES CEG

Notes:

Boris the Bouncer Ed the Stable Boy Fun Gus the Cook Dolly the Barmaid Cluso the Constable Gimpy the Mercenary Karloff the Blacksmith Hammy the Half Ogre Nanook the Half Orc Freddy Fingers the Rogue Ludite the Dwarf Little Nicky the Halfling Tuck the Cleric Atroshus the Magician Keebler the Elf Snodgrass the Goblin Woody the Ranger The Warrior Princess The Mysterious Stranger Hide Backstab Mighty Blow Throw Opponent Slide Down Counter Slippery Burning Torch Live Bird Soup Grit Cake Dragon Steak Bowl Heal Spell Paralyze Spell Charm Spell Bar Stool Wooden Chair Hurl Table Beer Mug Chain Mail Ring Mail Splint Mail Plate Mail Fling Plates Tankard of Ale Swing on Chandelier Jump from Rafters Wine Bottle Breaks Slip & Fall Fireberry Wine Tipsy Drunk as a Skunk Thrown out of Window Uppercut Knee to the Groin Backhand Elbow to the Gut Knock the Wind Out Hit Wrong Guy Head Lock Arm Lock Head Butt Dark & Frothy Mead Shake it Off Business Elsewhere Hard Head Switch Sides

4 1 2 2 2 3 4 4 3 2 4 1 3 1 2 1 3 4 +3 +3 +3 +1 +1 +1 +1 +1 +3 +1 +2 +1 +3 +3 +1 +1 -1 -1 +2 +3 +2 +3 +3 +1 +1 +3 -

40 10 20 20 20 30 40 40 30 20 40 10 30 10 20 10 30 40 3 +10 +5 +15 +20 +5 -

CES CET CE CEGS CFES CFS CS CFS CTFS CT CFS CT CMF CM CM CT CS CFGS 30 D A A A AN D W Y Y Y W Z Z Z W W A W O O O O A W A A W XI XI O O O XI A A A A A XR AN AN A O D XI D XI

CMF Thief only Thief only Strong only Strong only Strong only Thief only Discard to negate an attack Heal 5 Damage Heal 5 Damage Heal 10 Damage Discard to negate an attack Heal 20 Damage Target is stunned for 3 turns Take control of target Character Discard to negate an attack Discard to negate an attack Strong only Armor Armor Armor Armor Any Character Discard to negate an attack Any Character Any Non-Strong Character Discard to negate an attack Discard target weapon card Target stunned for 2 turns

Target Character discarded Any Character vs Male Character Any Character Any Character Any Character Choose any new Target for Attack Any Character Any Character Any Character Strong only Target Character discarded Fighter only Take control of target Character

1963

Tug of War Gang Up Look Behind You Knock Down Bite Box Ears Trip Bang Heads Body Slam Thigh Press Show some Skin Wouldn’t hit a Girl Beg for Mercy Shocking Grasp Mailed Fist Gauntlet Berserker Bear Hug Throw Barrel Choke Hold Duck 2 Lefts & a Right Chug

1964

+3 +2 +2 +3 +1 +3 +3 +3 +4 +1 +1 +3 +3 +3 +3 +3 -

-

XI XA A AN A A AN A A A D D D AZ O O A A A AN D A XQ

Steal target Weapon 2nd Character may attack target Any Character Strong only Any Character Any Character Any Character Divide damage among 2 targets Any Character Girl only Girl only Girl only Thief only Mage only Fighter only Fighter only Fighter only Strong only Strong only Any Character Any Character Any Character Character drinks 2 Beers

TERRATAIN INTRODUCTION An abstract strategy game of unit placement and scoring for 2+ players.

THE BOARD The board is a grid of 9 squares known as territories. These territories are numbered 1-9. 1 2 3 4 5 6 7 8 9 Each territory is further divided into a grid of 9 squares known as plots. The plots in each territory are also numbered 1-9. The map consists of (9 x 9) 81 plots.

COUNTERS Cardboard counters are also referred to as chits. Each player needs a set of counters of a unique color. There are 70 counters in each set. There are 7 types of counters in each set. Each set includes 10 of each type of counter. Counter Types: 1. Temple 2. Castle 3. Town 4. Farm 5. Mine 6. Palace 7. Armies The first six types of counters are called structures. Army chits are not structures. Temples represent religious influence. Castles represent military resources. Towns represent economic resources. Farms represent agricultural resources. Mines represent mineral resources. Palaces represent political influence. Armies represent use of military force.

SETUP Each player gets a set of counters. Players keep their counter sets in separate opaque cups. These are called draw cups. Determine turn order by a flip of a coin.

TURN SEQUENCE Players take turns. Each turn has 4 phases: 1. Draw Phase 2. War Phase 3. Build Phase 4. End Phase

1965

DRAW PHASE Draw 2 random chits from your cup of chits. These chits go into your reserve pile. Reserve pile chits are played face up in front of you. If your cup is empty place your discard pile into it.

WAR PHASE You may discard one army chit from your reserve pile. Discard an enemy structure from any one plot. Each player has a discard pile to put his discarded chits.

BUILD PHASE Place one of your structure chits in an empty plot. You cannot place your castles next to enemy castles. You cannot place your temples next to enemy temples. You cannot place your palaces next to enemy palaces.

END PHASE Discard chits from your reserve pile to keep it at a maximum of 4 chits.

THE END OF THE GAME The game ends when all plots are occupied.

VICTORY The player with the highest total score is the winner.

SCORING At the end of the game players determine their scores. Points are accumulated from a variety of scoring combinations. Add up all points to get your total score. You control a territory if you have the most structures in it. "In a row" can mean orthogonal or diagonal. Points Scoring Combo 5 Having 5 structures in a territory 6 Having 6 structures in a territory 7 Having 7 structures in a territory 8 Having 8 structures in a territory 9 Having 9 structures in a territory 5 Control of the center territory 9 Control 3 territories in a row 8 Control of a square of 4 territories 8 Control of the 4 corner territories 3 Have the most Temples on the board 3 Have the most Farms on the board 3 Have the most Castles on the board 3 Have the most Towns on the board 3 Have the most Mines on the board 3 Have the most Palaces on the board 3 Having 3 structures in a row (6 if of the same type) 4 Having 4 structures in a row (8 if of the same type)

1966

5 6 7 8 9 6

Having Having Having Having Having Having

5 structures in a row (10 if of the same 6 structures in a row (12 if of the same 7 structures in a row (14 if of the same 8 structures in a row (16 if of the same 9 structures in a row (18 if of the same one of each of the 6 types of structures

type) type) type) type) type) in a territory

VARIANTS Mountains: Have some plots contain mountains. Mines must be placed on or next to mountain plots. Rivers: Have some plots contain rivers. Farms must be placed on or next to river plots.

GAME DESIGNERS NOTES Advanced color wars.

1967

TERRIBLE TALES TO PLAY This is a game of story telling. Shuffle the Deck. Each player draws 5 cards. The oldest or the youngest player starts. A player starts to tell a story. Players try to incorporate the idea on one of their cards into the story. If a player does this he may discard that card. After discarding, the player to his right continues the story. The story ends when the last player discards his last card. If a player manages to say something very witty, or clever, or profound, or poetic, or funny, or memorable, the other players may award him one or more Story points. At the end of the story, the player with the most Story points wins.

OPTIONAL RULES Players may deduct Story points for poor performances. A player may at any time deduct a Story point to discard a card & draw a new one. For a longer story, players draw 7 cards instead of 5.

CARD LIST -

Puzzle: Paradox, Enigma, Mystery Internal conflict Dragon Giant: Ogre, Cyclops Quest: Geas, Mission Knight: Cavalier, Paladin Princess: Damsel in distress King: Emperor, Leader Sword: Weapon Armor: Shield, Helmet Siege: War machines Battle: Battlefield Squire: Youth Assassin: Murder Illusion: Phantasm Magic: Spells Curse: Enchantment, Hex Healing: Healer, Herbs Duel: Gladiators, Sword fight, Mage Duel Possession, Control Potion: Love Potion Ring, Jewelry, Necklace, Brooch Staff: Wand, Rod Artifact: Relic, Antique, Fossil, Remains Book: Tome, Library, Scrolls Priest: Cleric, Holy Man Warrior: Warrior Maiden Wizard: Mage, Sorcerer Thief: Theft, Pickpocket, Cutpurse, Burglar Bandits: Pirates, Thugs Love: Romance Conquest Law Chaos Light: Good Darkness: Evil

1968

-

Crone: Witch Time: Old Age, Waiting, Cycles Hero: Heroine Chasm: Ravine Mountain Volcano Swamp Jungle Flying Gateway: Door Treasure Village: Hamlet, Town City Barbarians: Savages, Natives Forest Sea Voyage Archer, Bow, Arrows Undead: Vampire, Mummy, Zombies, Skeletons Maze: Labyrinth Dungeon Wizards Tower Desert: Thirst Merchant: Caravan, Guild, Trade Reward Guardian, Defender, Protector Druid, Nature Worship Ranger: Woodsman, Scout Demon: Devil Angel: Demi-god, God Ghost: Spirit Castle: Keep, Fortress Mine: Gems, Gold Prison: Escape, Rescue Ingredients, Supplies, Materials Humanoids: Orcs, Goblins Mythic Monster: Medusa, Gryphon Cats: Lions, Tigers, Panthers Horse: Steed Birds: Songbird, Bird of Prey Insects: Swarm Reptiles, Amphibians: Frogs, Snakes, Dinosaurs Fish: Fisherman, Shark, Eel, Piranhas Dream: Vision, Prophecy Trap: Poison, Pit, Captured Scholar: Sage, Savant, Student, Apprentice Oracle, Divination, Astrology Fairy: Pixies, Nymphs, Dryads, Sprites, Elves, Dwarves, Gnomes Temple: Monks Storm: Cyclone, Blizzard Cataclysm: Earthquake, Eruption Ruins: Graves Performer: Acrobat, Circus, Clown, Jester, Juggler, Dramatist Betrayal: Treason Music: Bard, Instruments Secret: Secret Passage, Hidden, Invisible Surprise: Ambush Trick: Riddle Runes: Warning, Message Transformation: Polymorph, Changeling Fabulous Beast: Unicorn, Questing Beast Torture: Suffering, Oppression Frozen Wastes: Tundra Nobles: Reputation, Rank, Social Class Slaves: Peasants, Servants Elements: Earth, Air, Fire, Water Conjuration: Summoning

1969

-

Invention: Machine, Golem Ritual: Sacrifice Rebellion: Uprising Intrigue: Gossip, Rumors River, Stream, Lake

1970

THE DIET GAME INTRODUCTION Gamers are trying to lose weight prior to their 15 year high school reunion. Card game for 2+ players.

WINNING Be the First player to lose 10 pounds. (i.e. score of –10)

THE DECK Players share a common deck.

WEIGHT Keep track of ‘relative’ weight using coins, tokens, dice, etc. Remember you are trying for a negative score. Weight is in “pounds”.

SETUP The most out-of-shape player goes first.

TURN SEQUENCE Players take turns. Each turn has 8 phases: A New Day Phase Planning Phase Breakfast Phase Exercise Phase Lunch Phase Dinner Phase Cheat Phase Snack Phase

A NEW DAY PHASE Fill your hand to 7 cards. If the deck runs out, shuffle the discard & draw from it.

PLANNING PHASE You may discard up to 3 cards & draw replacements.

BREAKFAST PHASE Play from your hand a Well Balanced Breakfast card or a Breakfast card that causes you to lose 1 pound. If you do not play a card, the player to your right may play a

1971

Breakfast card that causes you to gain 1 pound.

EXERCISE PHASE You may play from your hand one Exercise card that causes you to lose 1 pound. Any opponent may play a Laziness card to negate the Exercise card.

LUNCH PHASE Play from your hand a Well Lunch card that causes you If you do not play a card, Lunch card that causes you

Balanced Lunch card or a to lose 1 pound. the player to your right may play a to gain 1 pound.

DINNER Play from your hand a Well Balanced Dinner card or a Dinner card that causes you to lose 1 pound. If you do not play a card, the player to your right may play a Dinner card that causes you to gain 1 pound.

CHEAT PHASE Any opponent may play a Cheat card to cause you to gain 1 pound. You may play from your hand a Willpower card to negate the Cheat card.

SNACK PHASE Play from your hand a Well Snack card that causes you If you do not play a card, Snack card that causes you

Balanced Snack card or a to lose 1 pound. the player to your right may play a to gain 1 pound.

CARD LIST LEGEND B L D S C E N

= = = = = = =

Breakfast Lunch Dinner Snack Cheat Exercise Negate

COMMON DECK CARD LIST Card Name: Pancake Breakfast Continental Breakfast Breakfast Buffet Well Balanced Breakfast Yogurt & Fruit Diet Bar or Shake Cereal & Fruit Junk Food Lunch Burger Joint Lunch Fast Food Lunch Well Balanced Lunch

1972

# 1 1 1 1 1 1 1 1 1 3

Type B B B 3 B B B L L L L

Gain +1 +1 +1 B -1 -1 -1 +1 +1 +1 0

0

Soup & Salad 1 L Tuna-salad Pita 1 L Sports Lunch 1 L Ethnic Buffet 1 D All-You-Can-Eat Bar-B-Q 1 Steak House (Red Meat) 1 D Well Balanced Dinner 3 D Chef Salad (Rabbit Food) 1 D Grilled Chicken & Greens 1 D Steamed Vegetables & Fish 1 D Bag of Chips 1 S Cookies 1 S Box of Candy 1 S Light Snack 3 S Carrot Sticks 1 S Nuts or Seeds 1 S Apple 1 S Pint of Ice Cream 1 C Chocolate Cake 1 C Carb Fest 1 C Scarf Leftovers 1 C Binge Eating 1 C Second Helping 1 C Aerobic Exercise 1 E Bicycling 1 E Workout at Gym 1 E Diet Pills 1 E Fad Diet 1 E Fasting 1 E Willpower 2 N Laziness 2 N # = Number of that type of card in the deck.

-1 -1 -1 +1 D +1 +1 0 -1 -1 -1 +1 +1 +1 0 -1 -1 -1 +1 +1 +1 +1 +1 +1 -1 -1 -1 -1 -1 -1 Negate a Cheat Card Negate an Exercise Card

1973

THE FIRST BALKAN WAR INTRODUCTION Wargame for 4 players. Simulates the first Balkan War in 1912. One player is the Ottoman Turks. The other 3 players are the members of the Balkan League: Serbia, Bulgaria, and Greece.

VICTORY The player with the most Victory points at the end of the game wins. The game ends after 24 turns.

COUNTER SET Use counters to represent Divisions. Each Division represents 10,000 men. Country: Divisions Ottomans 24 Bulgaria 11 Greece 10 Serbia 11 The Serbian Army includes one division of Montenegro Guerillas. Other Counter types needed: Control, Casualty, Movement, Battle.

THE MAP Players will have to make their own map. (I'm waiting for someone to make a map) Divide up the map into squares or hexes. There are several terrain types. Terrain: MP DP VP Mountains 2 1 1 Plains 1 0 1 Towns 1 1 2 Cities 1 2 5 Fortifications 2 3 3 MP = Movement point cost to enter. DP = Defending Divisions add this to their Battle Roll. VP = Victory Points for controlling this space at the end of the game. To control a space you must have a control marker on it. Rivers cost 1 MP point to cross. A unit that has to rout across a river or into a mountain is destroyed. Divisions may travel on Railroads for 1 MP per 4 spaces.

SETUP League Divisions are concentrated on their borders. Turkish Divisions are scattered throughout Albania, Macedonia, and Thrace.

1974

TURN SEQUENCE Draw Phase Event Phase Attack Phase End Phase

DRAW PHASE Each League member draws 5 cards. The Ottoman player draws 10 cards. If the deck runs out shuffle the discard and draw from it.

EVENT PHASE Each player rolls once on the Event Table.

EVENT TABLE 1D6 1 2 3 4 5-6

Disease Transport Problems Reinforcements Spies & Scouts Nothing

Remove one Division from Play Lose 3 Movement Points Remove 1D6 Casualty Markers or gain 1 Division Look at opponents hand

ATTACK PHASE Each player makes 2 piles: A Movement Pile and a Battle Pile. Place any of your cards with Movement points into your Movement Pile. Discard these cards and take a corresponding number of movement point tokens. For example: if a card was worth 2 Movement points you would take 2 tokens. Place any of your cards with Battle points into your Battle Pile. Discard these cards and take a corresponding number of Battle point tokens. A player may play cards for tokens at any time during the turn. Each player rolls 1D6. This is the initiative roll. Highest roll moves his divisions first. Divisions may not stack. To move a Division, pay the needed number of Movement point tokens. Place one of your control markers on any space you enter. (Remove Opponents) League members may not attack each other. To attack an adjacent enemy Division, discard one Battle Point token. To resolve the Battle the attacking and defending players each roll 1D6. Before rolling, players may discard Battle points to increase their totals by +1 per token. (up to 3 tokens max) Defenders also get Terrain bonuses. Get +1 if another division already attacked the enemy division this turn. Get –1 for every Casualty counter on your division. Get +1 for every one of your divisions adjacent to the enemy division. The Division with the highest total wins. The loser rolls on the Casualty Table:

CASUALTY TABLE 1D6 1 2

Result Division Destroyed (Mass Surrender) Get 1 Casualty marker and Rout

1975

3 Get 1 Casualty marker and Rout 4 Get 1 Casualty marker 5 Get 1 Casualty marker 6 Both Divisions get 1 Casualty marker A division that routs must immediately move away from the winner one space. If unable to move the Division is destroyed. A Division with 4 Casualty markers is destroyed.

FREE ADVANCE RULE If a division caused an enemy division to rout, it may immediately move at no cost to occupy the empty space.

LOGISTICAL MOVE RULE All divisions get 1 free move point per turn if the division is moving through territory controlled by the divisions owner.

END PHASE Discard all unused movement and battle tokens. League player max hand size = 6. Turk player max hand size = 12 Discard excess cards.

DECK CARD LIST Card Name: Bravery Machine Guns Artillery Infantry Cavalry Railroads Forced March Leadership Well Supplied Fortified Positions Counter Attack Land Grab Major Offensive Pursuit Attack Flanks Foolish Attack Break Morale Intelligence Overrun Racial Hatred Timed Attacks The deck contains 4 of

Notes: 1 Battle Point 1 Battle Point if Attacking, 3 if Defending 3 Battle Points 2 Battle Points or 1 Movement Point 1 Battle Point or 2 Movement Points 3 Movement Points 2 Movement Points 2 Battle Points or 2 Movement Points 1 Battle Point or 1 Movement Point 3 Battle Points: Defending Turks only 2 Battle Points: Attacking Turks only 2 Movement Points: League Member only 3 Movement Points: League Member only Destroy Retreating Division 2 Battle Points: Attacking League Member only Attacking Division automatically Destroyed Defending Division automatically Routs Negate target card played by Opponent Division may attack a second time this turn 1 Battle Point: League Member only Alter your initiative roll by +6 or –6. each card listed.

5 PLAYER VERSION Let 2 players control 12 Turk Divisions each. They may not attack each other.

THE SECOND BALKAN WAR Begin immediately after a game of the First Balkan War. Setup is how the FBW game ended.

1976

A new player: Rommania gets 10 Divisions. Bulgaria gets an extra 10 Divisions. Serbia gets an extra 5 Divisions. Everybody attacks Bulgaria. The game ends when all Bulgarian Divisions are destroyed.

LINKS The Balkan Variant Maps of the Balkan Wars The Balkan Wars 25 Lectures on Modern Balkan History

1977

THE GREAT TRAVELING CIRCUS GAME INTRODUCTION Each player is the owner of a traveling circus.

GAME BOARD AND PIECES Use a monopoly game board. Also use the monopoly pawns, money, houses, and hotels. (But not the cards) Six sided dice are needed.

END GAME The game ends when the last card is drawn from the Act Deck. Alternate ending: When the Lead player goes around 15 times.

WINNING The player with the most money at the end of the game wins.

THE DECK The game uses a novel set of cards called the act deck. The deck contains one of each of the cards in the Card List. Each card represents a Carnival/Circus Act. There are 4 types of acts: Acrobats, Clowns, Animals, and Freaks. Do not use any of the Monopoly cards.

SETUP Each player picks a pawn to represent their circus. Pawns are placed on the starting space. Each player gets $200 All other money is kept in the Bank. Each player gets 4 cards from the Act Deck. Each player also has a Ringmaster. The Ringmaster counts as an Act, but not any of the 4 types, and cannot be stolen or lost. Players should name their Circus. Players roll high on 1D6 to determine turn order. The winner of the turn order contest is known as the Lead Player.

TURN SEQUENCE Players take turns. On your turn roll 1D6 and move your pawn that many spaces forward. If you land on another player you may steal one random Act card from him. If you land on a city with no time markers you may perform. Get $10 for every act you own when you perform. Three Ring Bonus: For every 3 cards of the same type you have earn an extra $10 when performing. After performing put 1D6-2 (Maximum = 3) time markers on the city you just performed at. If you land on a city with any Time markers on it, you may not perform there.

1978

Use houses to represent time counters. One Hotel = Three Time Counters. Players must stop on the Start space when they reach it. Every time the Lead player lands on the Start space remove one time counter from all cities. When a player lands on the Start space he must pay each of his Acts $10. A player must discard any Acts he cannot pay. If your pawn lands on a railroad, pay 1D6 x $10 to the Bank. If your pawn lands on a utility or luxury tax pay 1D6 x $10 to Free Parking. If your pawn lands on Free Parking take the money there. If your pawn lands on Go to Jail put one of your Acts in Jail. If your pawn lands on Jail take one of the Acts there. If you land on a space that allows you to draw a card then draw and keep one Act card. If you visit all the cities in a colored region get a one time bonus of 2D6 x $10. (Keep tract of cities visited with colored chips, or on paper) If you visit all the cities on a side get a one time bonus of 2D6 x $10. If you visit all the cities in the game get a one time bonus of 5D6 x $10.

CARD TYPE NOTATION A C N F

= = = =

Acrobat Clown Animal Freak

ACT DECK CARD LIST Name of Act: Flying Trapeze Human Cannonball Clown Car Clowns on Stilts Tightrope Walkers Lions White Tigers Bears on Unicycles Indian Elephants Cop Clowns Fireman Clowns Block Head Fire Eater Sword Swallower Bearded Lady Midget Clowns Snake Charmer Jugglers Strongman Trained Horses Mime Lion Tamer Bicycle Act Trampoline Act Daring Young Man High Wire Act Clown Band Vaudville Clowns The Brothers Karnakov Two Hump Camels Bengal Tigers Dancing Bears African Elephants Clown Crooks Clowns with Pies Fortune Teller Siamese Twins

Type A A C C A N N N N C C F F F F C F A F N C N A A A A C C A N N N N C C F F

1979

Stage Magician Escape Artist Contortionist Tattooed Man Showgirls Belly Dancer Zebras Cirque de Sole Clowns Monkeys Fixed Straps Act See Saw Act

F F F F A F N C N A A

MORE ACTS You can include more acts for a longer game. Some ideas for additional act cards: Knife Throwing Act, Gymnasts, Woman Suspended by Hair, Horn playing Seal

1980

THE HORDE INTRODUCTION Solo card game. Card version of an old Crystal Dynamics Game.

LINKS The Horde Review The Horde Full Docs

DISCLAIMER The Horde is a copyrighted, licensed product. This is merely a fan site.

VICTORY & DEFEAT You (Chauncey) are killed if all 4 Grimthwacker cards are in the Recruit Discard Pile. You lose if you are ever unable to play your taxes. You win if you survive all 5 years (=20 turns).

MAIN DECKS There are 2 Main decks: 1. Recruit Deck 2. Horde Deck

RECRUIT DECK Cards drawn from your recruit deck will eventually go into one of several piles: 1. Recruit Discard 2. Village Deck 3. Defense Deck 4. Defense Discard

HORDE DECK Cards drawn from your Horde deck will eventually go into one of several piles: 1. Horde Discard 2. Attack Deck 3. Attack Discard

ODDS & ENDS Six sided dice are needed. Use coins to keep track of Crowns (Money).

SETUP You start with 8 Crowns.

1981

Put the 4 Grimthwacker Cards (GC) into your Defense Deck. Put 2 Villagers & 1 Crop card into your Village Deck.

MASTER TURN CHART The game has 20 Turns: Turn Location 1 Shimto Plains 2 Shimto Plains 3 Shimto Plains 4 Shimto Plains 5 Fetid Swamps of Buuzal 6 Fetid Swamps of Buuzal 7 Fetid Swamps of Buuzal 8 Fetid Swamps of Buuzal 9 Tree Realm of Alburga 10 Tree Realm of Alburga 11 Tree Realm of Alburga 12 Tree Realm of Alburga 13 Kar-Nyar Desert 14 Kar-Nyar Desert 15 Kar-Nyar Desert 16 Kar-Nyar Desert 17 Frozen Wastes of Vesh 18 Frozen Wastes of Vesh 19 Frozen Wastes of Vesh 20 Frozen Wastes of Vesh

Season S S F W S S F W S S F W S S F W S S F W

Attckr 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 12 12

Indigenous Piranha Piranha Piranha Piranha Swamp Swamp Swamp Swamp Forest Forest Forest Forest Desert Desert Desert Desert Ice Ice Ice Ice

HORDE DECK CARD LIST Card Name: Adolescent Shaman Juggernaught Indigenous

# 10 5 5 20

Level 1 3 5 Per Indigenous Hordlings Chart

INDIGENOUS HORDLINGS CHART Type Piranha Swamp Forest Desert Ice

Level 2 2 3 4 6

TURN SEQUENCE Each turn has 5 Phases: Income Phase Tax Phase Recruit Phase Horde Phase End Phase

INCOME PHASE Certain Cards in your Village Deck will Produce Crowns: Villagers produce 1 Crown each. Crops produce 2 Crowns each. Cows produce 3 Crowns each.

1982

TAX PHASE Pay Kronus Maelor, the Evil High Chancellor Crowns equal to the Turn Number.

RECRUIT PHASE Flip over the top 8 cards of your Recruit Deck. You may purchase these cards with your Crowns. Shuffle Village cards you bought into your Village Deck. Shuffle Defender cards you bought into your Defender Deck. You may pay 1 Crown (Limit = 2) to Flip over an additional Recruit card. Cards you did not buy go into the Recruit Discard. If the Recruit deck is empty, shuffle the Recruit Discard & draw from it.

HORDE PHASE Draw & shuffle together X cards from the Horde Deck. X = the Attacker number of the turn found on the Master Turn Chart. These cards become the Attack deck. Each card represents a Hordling. Flip over the Top card of your Attack Deck. Flip over the Top card of your Defender Deck. Roll 1D6 & subtract the level of the Hordling Card & Add the level of the Defender card. This is called the Battle roll. If the Modified result is 4 or greater the Hordling is killed & sent to the Horde Discard & The Defender card is sent to the Defender Discard. If the Modified result is 3 or less the Defender is killed & sent to the Recruit Discard & The Hordling attacks the top card of the Village Deck. The attacked Village card is sent to the Recruit Discard & the Hordling is sent to the Attack Discard. Repeat this procedure until the Entire Attack Deck has been sent to the Horde Discard (The Phase Ends), or All Grimthwacker cards are in the Recruit Discard (Game Ends). If the Defender Deck runs out, shuffle the Defender Discard & draw from it. If the Attack Deck runs out, shuffle the Attack Discard & draw from it.

END PHASE Take all Grimthwacker cards out of your Recruit Discard & Put them in your Defender Deck.

RECRUIT DECK NOMENCLATURE V D X #

= = = =

Village Defender Special Copies of that card in the Deck

RECRUIT DECK CARD LIST Card Name: Grimthwacker Villager Crops Cow Trees

# 4 10 10 10 10

Cost 0 1 2 3 0

Type D V V V X

Force 4 -

1983

Knight Archer Fence Wall Pit Moat Healing Rock Flute Haunch of Meat Boots of Boogy Ring of Teleport Bomb Flame Thrower

4 6 6 6 6 1 2 1 4 1 1 4 2

4 2 1 3 2 6 2 4 1 5 5 2 4

D D V V V V D D D D D D D

4 2 +1 +2 +2 +2 -

CARD NOTES Trees: Discard to gain 1 Crown. Walls: If Attacked, put the Wall on the bottom of your Village Deck. Pit: If Attacked, the Hordling goes to the Horde Discard & the Pit goes to the Recruit Discard. Moat: If Attacked, the Hordling goes to the Horde Discard & put the Moat on the bottom of your Village Deck. Healing Rock: When drawn from the Defender Deck during Horde Phase you may: 1. Put it in your Defender discard or 2. Put it in your Recruit Discard & take a Grimthwacker card (GC) out of your Recruit Discard & shuffle the GC into your Defender Deck. Immediately Draw another card from the Defender deck to replace it. Flute: When drawn from the Defender Deck during Horde Phase, put it in your Defender discard & Immediately Draw another card from the Defender deck to replace it. The Final Replacement card gets Force +1 Haunch of Meat: When drawn from the Defender Deck during Horde Phase, put it in your Recruit discard & Immediately Draw another card from the Defender deck to replace it. The Final Replacement card gets Force +2 Boots of Boogy: When drawn from the Defender Deck during Horde Phase, put it in your Defender discard & Immediately Draw another card from the Defender deck to replace it. The next GC card drawn gets Force +2 Ring of Teleport: When drawn from the Defender Deck during Horde Phase, put it in your Defender discard & Immediately Draw another card from the Defender deck to replace it. The next GC card drawn gets Force +2 Bomb: When drawn from the Defender Deck during Horde Phase, put it in your Recruit discard. The Attacker is Discarded. Flame Thrower (Dragon Flyby): When drawn from the Defender Deck during Horde Phase, put it in your Recruit discard. The Attacker & the next card in the Attacker Deck is sent to the Horde Discard.

SPECIAL RULES ***If you draw 3 Grimthwacker cards in a row in Horde Phase, the Third card has a penalty of –3 Force (Chauncey gets Dizzy). ***Whenever an Archer is defeated in combat roll 1D6: 1-3 = Send Archer to Recruit Discard 4-6 = Send Archer to Defender Discard (Long Range) ***Whenever a Shaman is defeated in combat roll 1D6: 1-3 = Send Shaman to Horde Discard 4-6 = Send Shaman to Attack Discard (He Teleports Away) ***Whenever a Shaman wins a Battle Roll Contest, instead of attacking the Village with the Shaman, draw a card from the Horde Deck & put it on the bottom of the Attack deck.

GAME DESIGNERS NOTES I had a genuine fondness for this Video game.

1984

Now I cant get it to run on my PC. This needs some playtesting to determine the right number of attackers per turn. Thanks to Naga Sugara for playtesting!

1985

The Interface of Time Science Fiction Miniature Game By C. Gerard Luft

Legal This game is based off of the short story A Prayer Answered Just in Time published in Gateway Science Fiction Magazine. The Interface of Time, Virtue and Kris Maynard are copyright © 2002 C. Gerard Luft. Their inclusion herein is happily granted to Warpspawn Games. The game mechanics herein are derived from the Open Gaming License of the D20 Systems Reference Document.

Overview Nestled in the six extra dimensions of the Calabi-Yau Manifold (which is a plane higher than the four spatial dimensions of Hyperspace) every event in space in time meets with the Interface. Interface of Time is a great ten dimensional construct which consists of archways that lead to any world at any point in that planet’s history. Humans can only perceive the first three spatial dimensions of the Interface. Thus it allegorically appears to them as a contemplative cloister with seemingly endless arcades leading forth from a monumental courtyard. In this game one player plays the mysterious Virtue and his human friends. The other player plays the infamous Vice and his company of evil time travelers.

Victory Conditions The goal is to control the Interface. The only way to do this is to defeat each opponent miniature.

D20 You will need a twenty sided die in order to play this skirmish game.

Miniatures Each character listed below has suggested miniatures listed that would ideally represent the character. But there is nothing wrong with using good “old fashioned” counters instead of miniatures.

Map You can obtain a map of the Interface of Time for use as your game board at:

1986

The

http://www.angelfire.com/games4/doctorwhoeyespy/tiot.JPG If you can not reach it by this link, copy and paste the URL directly to your browser. Starting Positions If you are using the map you can place each band on one of the “x” in the Interface’s arcades. Alternatively, if you have a 30 sided die, you can randomly place each warband by rolling 1d30 for the x-axis, and 1d30 for the y-axis. One square equals five feet.

Tabletop Alternatively you can use a 15” by 15” area to represent the courtyard, the heart of the Interface. Movement and ranges listed can easily be converted from grid to inches (example, Virtue’s movement of 12 squares becomes 12 “). If you are not using the map each warband should be placed on opposite sides of the 15”x15” battlefield. Figures can be set up from the edge of the battlefield to 4” in from the edge.

The Round 1. Initiative: Each player rolls 2. 1d20. The highest roll has 3. initiative and can move on of the miniatures first.

Reroll ties.

2. The Turn: Starting with the player 3. who won initiative and then alternating between the two players, each 4. miniature gets to take a turn. a. Movement: The miniature may move up to their speed. b. Melee Attack: If the miniatures movement brings it base to base with an opponent miniature, that miniature can attack its target. i. Roll 1d20 and add your melee attack score to the die roll. If it is equal or greater than the opponent’s Armor score, then it is a hit. ii. The opponent receives damage equal to your Melee Damage score. This damage is removed from the opponent’s Health score. If any creature’s health falls to 0 or less it is defeated and removed from the game. c. Range Attack: If the miniatures movement brings it within Range of an opponent miniature, that miniature can attack its target. However the miniature can not make a ranged attack if it already made a melee attack during its turn. i. Roll 1d20 and add your range attack score to the die roll. If it is equal or greater than the opponent’s Armor score, then it is a hit. ii. The opponent receives damage equal to your Ranged Damage score. This damage is removed from the opponent’s Health score. If any creature’s health falls to 0 or less it is defeated and removed from the game. iii. Save: If an opponent miniature is hit by either Virtue’s or the Dragon of Oltan’s ranged attack, it is allowed a Saving Throw

1987

in order to take half damage from a successful hit: 1. The miniature rolls 1d20 and adds its Save score to the roll. If the modified roll is equal to or greater than attacker’s Ranged DC than it takes half as much damage. Subsequent Turns: After the player who won initiative finishes his turn with his miniature, it then becomes the other players chance to take a turn with one of his miniatures. The Turn sequence is repeated back and forth until each player has taken a turn with each of his miniatures. Then a new Round begins and each player starts by rolling for initiative.

Virtue’s Warband Name: Virtue Type: Good Outsider Level: Immortal 21 Speed: 12 Armor: 40 Health: 136 Melee Attack: +30 Melee Damage: Holy Strike 25 Ranged Attack: +30 Ranged Damage: Divine Light 120 Range 12 Ranged DC: 35 Miniature: Any Celestial Miniature, any slim auburn haired modern male miniature, or a counter. Virtue is a powerful being from a continuum five universes before our own. He is Time’s Guardian for our Universe. Name: Kris Maynard Type: Good Far Future Human Level: Space Scout 21 Speed: 6 Armor: 32 Health: 52 Melee Attack: +20 Melee Damage: Empowered Battle Armor 15 Ranged Attack: +25 Ranged Damage: Fusion Blaster Rifle 60 Range: 12 Special Abilities: Two Attacks per Round Miniature: Sci-fi figure in armor or space suit, any dark haired female sci-fi miniature, or a counter. Kris Maynard is a space scout with the Interstellar Scour Service of the Galactic Empire (of the Milky Way in 15th Millennia after the Birth of Christ). Virtue has taken Kris under his tutelage to train her to take over his role as Time’s Guardian. Name: Emperor Redgar of Thaltos Type: Good Antediluvian Human Level: Paladin 94 Speed: 6 Armor: 36 Health: 148 Melee: +25 Melee Damage: Long Sword Artifact 35 No Ranged Attacks Special Abilities: Three Attacks per Round Miniature: Any Fantasy or Medieval Warrior in Full Plate Armor, or a counter. Emperor

1988

Thaltos rules the Antediluvian Empire of Thaltos which lies east of Atlantis. Virtue had taken Redgar as a companion in reward for the great good he had performed in founding the Empire of Thaltos. Name: Duke Charles Type: Good Far Distant Future Human Level: Knight 21 Speed: 6 Armor: 32 Health: 63 Melee Attack: +25 Melee Damage: Fusion Lance 75 Ranged Attack: +25 Ranged Damage: Fusion Lance 75 Miniature: any noble sci-fi miniature, any fantasy or medieval knight, or a counter Duke Charles is a young nobleman from an Intergalactic Empire one million years after the birth of Christ. Virtue is helping Duke Charles liberate the Universe from a Tyrant Emperor.

Vice’s Warband Name: Vice Type: Evil Outsider Level: Immortal 21 Speed: 12 Armor: 40 Health: 136 No Melee Attack Ranged Attack: +30 Ranged Damage: Darkness 120 Range 12 Miniature: Any humanoid fiend miniature, any miniature of a creepy little man, or a counter. Vice is a powerful being who has survived the destruction of the five previous universes. Name: The Dragon of Oltan Type: Evil Abomination Level: Dragon 10 Armor: 40 Health: 148 Melee Attack: +30 Melee Damage: 30 Ranged Attack: +30 Ranged Damage: “dragon fire” 75 Range: 12 Ranged DC: 35 Miniature: Any dragon or draconic miniature, or a counter. The Dragons were a transcendentally advanced race who was destroyed at the end of the previous universe. However, their consciousness was persevered from the Big Band that created our present universe. As conceptual entities they “wrote themselves” into our time continuum as dreadful dragon-like creatures. In the previous universe they were the masters of all time and space. The Dragon of Oltan, like all those of his Paradoxal race, seeks to take that role in the present Universe. Ladek Marine Robot Type: Evil Construct Level: Space Marine 21 Armor: 32 Health: 52 Melee Attack: +25 Melee Damage: 15 Ranged Attack: +25

1989

Ranged Damage: Fusion Blaster canon 75 Range: 12 Miniature: As alien-looking of a robot miniature as you have, or a counter The Ladek are a collective of artificial intelligences. The Marine Robots, like all other automatons of the Ladek hive mind, are simply extensions of the great singular consciousness of the Ladek. Andromedan Type: Evil Abomination Level: Aristocrat 21 Armor: 32 Health: 63 Melee Attack: +25 Melee Damage: 15 Ranged Attack: +25 Ranged Damage: Fusion Blaster rifle 60 Range: 12 Miniature: Any alien humanoid miniature (preferably with blue skin), or a counter. The Andromedans of Duke Charles’ time are a nanite reliant species which has lost sense of personal identity. While outwardly they appear to be like any other organic humanoid species, inside a vast number of nanobots controls every aspect of their life functions, including thought.

1990

THE ISLE OF DREAD INTRODUCTION Scenario for WarpQuest. Click here for the WarpQuest Core Rules. Based loosely on the old D&D Expert Rules system. This is a conversion of Dungeon Module X1 “The Isle of Dread”. Each player has an Adventuring Party in search of Adventure & Fortune. Each party is represented by a pawn on the track.

DISCLAIMER D&D and the Isle of Dread are copyrighted properties. This is merely a fan site.

THE SCENARIO The map spaces represent distance and time. There are 3 Modules. Each Module track is 30 spaces long. There is no “Artifact”

VICTORY The player with the most gold at the end of the game wins. The game ends when one party reaches the last space of the third module.

ADVENTURING PARTIES Each Party has 6 adventurers. All Party members are 6th level. Roll on the Adventurers Table for each adventurer to see what class he is. The party has skills in 3 attributes: Stealth, Magic, and Fighting. Add the bonuses from all adventurers to get a grand bonus for that attribute.

ADVENTURERS TABLE 1D8 1 2 3 4 5 6 7 8

Type: Fighter Thief Cleric Magic User Elf Dwarf Halfling Pick one

Stealth +2 +4 +2 +6

Magic +4 +6 +2 -

Fighting +4 +2 +2 +2 +6 -

Hits 18 12 12 6 12 18 6

ADVENTURER NOTES Thieves are +4 Stealth vs Traps. Clerics are +2 Magic & Fighting vs Undead and Demons. Use a card to represent each Character.

1991

CHALLENGES Challenges will be of two types: Traps & Foes.

FOES If you encounter a Foe, you have to make several challenge Test Rolls: 1. Make a test vs Stealth. If successful, you defeat the Foe. Discard it. If not… 2. Make a test vs Magic. If successful, you defeat the Foe. Discard it. If not… 3. Make a test vs Fighting. If successful, you defeat the Foe. Discard it. If not… 1D3 random party members are wounded for 1D6 Hits each. When making a challenge roll the Foe rolls 6D6 and adds its DM (Difficulty Modifier) if any. When making a challenge roll the Party rolls 2D6 and adds its Attribute bonus. If you defeat the foe get 1D6 Gold.

TRAPS If you encounter a Trap, you 1. Make a test vs Stealth. If successful, you avoid the 2. Make a test vs Magic. If successful, you avoid the 1D3 random party members are

have to make several challenge Test Rolls: Trap. Discard it. If not… Trap. Discard it. If not… wounded for 1D6 Hits each.

WOUNDS Encounters If a party Instead of At the end

that are “Poison” do an extra 1D6 Hits of damage. member has zero or less hits left he is killed. rolling to see how many hits a wound does you may discard a retainer. of each module the party heals 1D6 Hits.

FIGHTING OTHER PARTIES If your pawn lands on the same space as an opponent’s party you will fight. Each player makes challenge rolls for stealth, magic and fighting. The side that wins the most challenges wins the encounter. If you lose a fight with another players Pawn you get 1D3 randomly distributed Wounds and your opponent gets to take one “Aid: Item” card from you.

ITEM CARDS At the beginning of the game draw 6 cards from the Item table. Each Item must be attached to one character. Each character can only use one weapon during a Foe encounter. Items are played face up partially under the attached Character card. Magic users can only use daggers and staves as weapons and cannot use armor. Thieves cannot use metal armor or shields. Clerics cannot use edged weapons.

SPELL CARDS At the beginning of each Module you may draw spell cards: Draw one for each elf and three for each MU.

1992

Attach the Spells to the characters. A Character can have a number of spells attached equal to its Magic bonus.

CLERIC CARDS At the beginning of each Module you may draw cleric cards: Draw two for each cleric. Attach the cards to your clerics. A Cleric can have a number of cleric cards attached equal to its Magic bonus.

THIEF CARDS At the beginning of each Module you may draw thief cards: Draw two for each thief and Halfling. Attach the cards to your thieves and halflings. A Character can have a number of thief cards attached equal to its Stealth bonus.

ITEM DECK Dagger +1 Long Bow +1 Arrow of Slaying Cloak of Invisibility Longsword +1 Potion of Healing Scroll of Protection Leather Armor +1 Chain Mail +1 Platemail +1 Shield +1 Potion of Diminution Potion of Growth Potion of Gaseous Form Spell Scroll Ring of Protection +1 Ring of Fire Resistance Snake Staff Rope of Climbing Gauntlets of Ogre Power Bag of Holding Staff of Healing

Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid:

Aid: Aid:

Item: Fighting +1 Item: Fighting +1 1 use Item: Fighting +2 Item: Stealth +2 Item: Fighting +1 1 use Item: Heal 1D6 Lost Hits 1 use Item: Magic +2 Item: Hits +1 Item: Hits +2 Item: Hits +3 Item: Hits +1 1 use Item: Stealth +3 1 use Item: Fighting +3 1 use Item: Stealth +3 Discard to draw 1 Spell card Item: Hits +1 Aid: Item +4 vs Fire Encounters Item: Fighting +1 (+2 for Cleric) Item: Stealth +1 Aid: Item: Fighting +1 Item: +1 to Gold rolls 3 use Item: Heal 1D6 Hits.

Aid: Aid: Aid: Aid: Aid: Aid: Aid:

Spell: Spell: Spell: Spell: Spell: Spell: Spell:

Magic +3 Negate Trap Magic +1 Magic +3 Magic +3 Negate Trap Discard to negate (not Defeat) one

Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid:

Spell: Spell: Spell: Spell: Spell: Spell: Spell: Spell: Spell:

Fighting +1 Stealth +3 Stealth +3 Fighting +1 Magic +2 Magic +3 Stealth +3 Magic +3 Fighting +3

Aid: Aid:

SPELL DECK Fireball Spell Detect Trap Magic Missile Charm Sleep Read Languages Hold Portal Foe Shield ESP Invisibility Mirror Image Phantasmal Force Web Fly Lightning Bolt Haste

1993

THIEF DECK Climb Steep Surfaces Backstab Narrow Escape Foe Scout Hide in Shadows Move Silently Dexterity Open Locks Spy Hear Noise Pick Pockets Find/Remove Traps

Aid: Action: Stealth +3 Aid: Action: Fighting +3 Aid: Action: Discard to negate (not Defeat) one Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid:

Action: Action: Action: Action: Action: Action: Action: Action: Action:

Look at next 2 cards in Module deck Stealth +2 Stealth +1 Stealth +2 Stealth +2 (underground) Look at next 2 cards in Module deck Stealth +2 Stealth +4 vs Humans Negate Trap

Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid: Aid:

Action: Magic +3 vs Undead Spell: Heal 1D6 Lost Hits Spell: Heal 2D6 Lost Hits Spell: Heal Hits caused by Poison Spell: Magic +1 Spell: Stealth +2 Spell: Stealth +2 Spell: Magic +1 Action: Magic +1 Spell: Magic +2 Spell: Fighting +2 Spell: Magic +2

CLERIC DECK Turn Undead Cure Light Wounds Cure Serious Wounds Neutralize Poison Blessing Detect Evil Detect Magic Light Wisdom Protection from Evil Remove Fear Hold Person

MAIN ISLAND FIRST MODULE CARD LIST Name Land on White Sandy Beach The Village of Tanara Native Guide Foe Sailors Native Warriors Zombie Master The Great Wall Bull Sharks (Bay) Sea Snakes (Coral Reef) Oyster Bed (Pearl Diving) Crumbling Stone Cliff Tribe of Rock Baboons Giant Squid (Rocky Cave) Phanaton Settlement Pirates Camp Hippogriff Nest Lizardmen (Dense Swamp) Rakasta Camp Aerie of the Gargoyles Aranea Lair Treant Forest Potion of Poison Rocs’ Roost Bury Dying Native Ogre’s Lair

1994

Challenge: (Starting Space) No Challenge: Gain 1D6 Gold from Trade. Aid: Retainer: Discard to negate (not Defeat) 1 Aid: Retainers: Fighting +1 Aid: Retainers: Fighting +1 Foe: Magic DM +4. Undead Foe: DM +0 Water Foe: DM +0 Water Foe: DM +0 No Challenge: Gain 1D6 Gold Trap: DM +0 Foe: DM +0 Water Foe: Stealth DM +2 Foe: Stealth DM +2 (Flying Monkeys) Foe: Fighting DM +2 Foe: DM +0 Foe: DM +0 Foe: DM +1 (Cat Men) Foe: DM +2 Foe: DM +2 (Intelligent Magic using Spiders) Foe: Fighting DM +3 Trap: Stealth DM +2 (Poison) Foe: DM +0 No Challenge: Gain 1D6 Gold Foe: Fighting DM +2

Treasure Chest Abode of the Green Dragon Wretched Troglodytes Sea Dragon Potion of Water Breathing Shipwreck Rescue Prisoner

No Challenge: Gain 2D6 Gold Foe: Fighting DM +3 Foe: DM +1 Water Foe: DM +3 Aid: 1 use Item +4 vs Water Foe Gain 1 Adventurer if you have less than 6 Gain 1 Adventurer if you have less than 6

CENTRAL PLATEAU SECOND MODULE CARD LIST Name Rope Bridge Gold Vein Cave Bears Woolly Rhino Dimetrodon Terror Neanderthals Tremors (Earthquake) Deranged Ankylosaurus Sabre-tooth Tigers Plesiosaur Menace Pteranodan Terror Pterodactyls Stegosaurus Triceratops Tyrannosaurus Rex Dire Wolves Mastodons Cliff Wall Village of Mantru

Challenge: (Starting Space) No Challenge: Gain 1D6 Gold Foe: DM +1 Foe: DM +0 Foe: DM +0 Foe: DM +0 Trap: DM +0 Foe: DM +0 Foe: DM +1 Foe: DM +0 Foe: DM +0 Foe: DM +0 Foe: DM +1 Foe: DM +2 Foe: DM +4 Foe: DM +1 Foe: DM +0 Foe: DM +0 No Challenge: Heal 1D6 Hits

TABOO ISLAND THIRD MODULE CARD LIST Name Temple Entrance Spear +1 Guard Post Living Statues Main Chamber (Tribesmen) Room of Unmarried Girls Warriors with Poison Arrows Headhunter Chief Witchdoctor Yellow Mold (Viewing Chamber) Trap Door (Priests Quarters) Blocked-Up Passage Weakened Floor Private Altar (Kopru Statuette) Water-Filled Chamber Chamber of the Great One Lair of Guardians Piranha Pool Bone Handled Mace Rat Lair Burning Oil Boiling Well 5 Headed Hydra Geyser

Challenge: (Starting Space) Aid: Item: Fighting +1 Foe: DM +0 Foe: DM +2 Foe: DM +0 No Challenge: Miss next turn Foe: DM +0 (Poison) Foe: Fighting DM +1 Foe: Magic DM +2 Foe: Stealth DM +2 Trap: DM +0 No Challenge: Miss next turn Trap: DM +0 Trap: Stealth DM +4 No Challenge: Discard all Metal Armor Water Foe: DM +0 (Mako Sharks) Foe: DM +0 (Poison) Spitting Cobras Water Foe: DM +1 Aid: Item: Fighting +1 (+2 for Cleric) Foe: DM +0 Fire Trap: DM +1 Fire Trap: DM +1 Foe: DM +3 Fire Trap: DM +0

1995

Cloud of Steam Kopru (Amphibian Men) Sword +2 Ring of Telekinesis Mineral Encrusted Throne

Fire Trap: DM +0 Foe: Magic DM +2 (Charm Spells) Aid: Item: Fighting +2 Aid: Item: Stealth +1 & Magic +1 (Last Space)

VARIANT RULES: CHARACTER LEVELS Each adventurer (Character) has a starting level of 3-7 (1D5 +2). Fighters & Dwarves get 3 Hits for each level. Elves, Thieves, and Clerics get 2 Hits for each level. Magic Users get 1 Hit for each level. Each level gives a +1 bonus in one attribute. A Magic user must get his bonuses in Magic. A Dwarf must get his bonuses in Fighting. (A 3rd level Dwarf has Fighting +3, A 7th level MU has Magic +7) An Elf must distribute his bonuses as evenly as possible. A Fighter must pick +1 in Stealth for every +2 in Fighting. A Thief must pick +1 in Fighting for every +2 in Stealth. A Cleric must pick +1 in Fighting for every +2 in Magic.

EXPERIENCE For every module you finish, one random party member gains 1 level.

1996

THE MYSTIC WARRIORS OF THE PLAINS INTRODUCTION Each player takes the role of an (American) Indian Brave (Young Warrior). Players compete to accumulate prestige by their deeds.

THE DECK Players share a common deck. Use tokens to represent Eagle Feathers.

VICTORY The first player to accumulate 28 Eagle Feathers has enough to make his Warbonnet and wins the game.

SETUP Each player starts with a hand of 6 cards. The oldest player goes first.

TURN SEQUENCE Players take turns. Each turn has 3 phases: 1. Medicine Phase 2. Raid Phase 3. Hunt Phase

MEDICINE PHASE The current player draws 1 card. If the deck runs out shuffle the discard and draw from it. Max hand size is 9 cards. Discard excess cards.

RAID PHASE A player may decide to go on a Raid. There are Four types of Raids: Horse Raids, War Parties, Revenge Raids, and Pipeholder Raids. To go on a Horse Raid you must do 5 things: 1. Play one Spirit card 2. Play one Tribe card 3. Play one Weapon card 4. Play one Dress card 5. Play two Approach card Next flip over and discard the top 7 cards in the Deck. For every Coup card that comes up gain one Eagle Feather Token. Discard all played cards. A Coup is an action that demonstrates considerable courage. To go on a War Party you must do 5 things: 1. Play one Spirit card 2. Play one Tribe card 3. Play two Weapon cards

1997

4. Play two Dress cards 5. Play one Approach card Next flip over and discard the top 8 cards in the Deck. For every Coup card that comes up gain one Eagle Feather Token. Discard all played cards. To go on a Revenge Raid you must do 5 things: 1. Play two Spirit cards 2. Play one Tribe card 3. Play two Weapon cards 4. Play one Dress card 5. Play two Approach cards Next flip over and discard the top 9 cards in the Deck. For every Coup card that comes up gain one Eagle Feather Token. Discard all played cards. To go on a Pipeholder Raid you must do 10 things: 1. Play two Spirit cards 2. Play one Tribe card 3. Play two Weapon cards 4. Play two Dress cards 5. Play two Approach cards Next flip over and discard the top 10 cards in the Deck. For every Coup card that comes up gain one Eagle Feather Token. Discard all played cards. In a Pipeholder raid the player is the Leader of the Raid. A player must have 10+ Feathers to go on a Pipeholder Raid.

HUNT PHASE If the current player did not go on a raid this turn he gets one action this phase. An Action can be used to do one of 5 things: 1. Play a Hunt or Trade Card. 2. Tribal Gathering: Discard a Tribal card and any other card to draw 2 cards. 3. Small Game Hunting: Draw 1 card 4. Trade with other players. 5. Omen: Discard a Spirit card to look at next 10 cards in deck. If trading, the player may trade any of their cards with any one other player. Trades must be acceptable to both parties. There are no forced trades. A player may also play one Luck card. Playing a Luck card does not use up an action. Discard all played cards.

CARD TYPES T W D A C H L S X

= = = = = = = = =

Tribe Cards Weapon Cards Dress Cards Approach Cards Coup Cards Hunt/Trade Cards Luck Cards Spirit Card Trade Card

CARD LIST Card Name: White Settlers Blackfoot Cree Assiniboine Crow Sioux

1998

# 1 1 1 1 1 1

Type T T T T T T

Notes:

Cheyenne Pawnee Arapaho Comanche Oto Osage Kiowa Wichita Kansa Omaha Ponca Arikara Mandan Ute Shoshone Curved Bow Straight Bow Recurved Bow Horn Bow Steel Head Arrows Stone War Club Sling Head Club Gun Stock War Club Flintlock Musket War Horse Trade Rifle War Cry Knife Double Edged Dagger Pipe Tomahawk Hatchet Iron Tipped War Lance Long War Lance War Shield Medicine Shield War Paint Wolfskin Travel Moccasins Bear Grease Capote Blanket Coat War Shirt Medicine Bag Breechclout Hairpipe Bone Breastplate Rawhide Leggings Weapon Sheath Bowcase & Quiver Animal Headdress Buffalo Robe Fur Cap Trade Blanket Bear Claw Necklace Marked Trail Know the Land Landmarks Direction Sense Horses Mustangs Horsemanship Tricks Expert Tracker Experienced Scout Keen Senses Long Distance Signals Hunting Skills Survival Skills

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

T T T T T T T T T T T T T T T W W W W W W W W W W W W W W W W W W D D D D D D D D D D D D D D D D D D D A A A A A A A A A A A A A A

1999

Stealthy Movement Battle Plan Close Quarter Signals Ambush Intercept Night Attack Lay in Wait Trail Enemies Scalp Enemy Steal Horses Capture Woman Capture Child Ride Down Enemy Strike Enemy Recover Enemy Weapon Touch Enemy Kill Enemy Rescue Comrade Charge Enemy Infiltrate Enemy Camp Surprise Enemy Fight in the Open Wounded in Battle Cut Enemies Throat Coup Stick Challenge Enemy Hand to Hand Combat Shoot Enemy Last Man to Retreat Dream Vision Omens Purification Ritual Religous Ceremony Totem Creation Smoke Sacred Pipe Strong Medicine Medicine Man War Dance Sweat Lodge Sacrifice Prayer Scarification Victory Dance French Traders French Trappers Buffalo Hunt Deer Hunt Elk Hunt Eagle Trapping Salmon Fishing Infection Cholera Small Pox Harsh Winter Trade for Sex Trade for Alcohol Trade for Tobacco

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 1 1 1 1 2 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

A A A A A A A A C C C C C C C C C C C C C C C C C C C C C S S S S S S S S S S S S S S S X X H H H H H L L L L L L L

Draw 3 Cards and discard 2 Draw 3 Cards and discard 2 Draw 2 Cards Draw 2 Cards Draw 2 Cards Draw 2 Cards Draw 2 Cards Opponent must discard 2 cards Opponent must discard 2 cards Opponent must discard 2 cards Opponent must discard 2 cards Opponent must discard 2 cards Opponent must discard 2 cards Opponent must discard 2 cards

NOTES In the type of limited warfare practiced by the Native American Indians there were very few casualties.

2000

STAR BLAZERS

THE QUEST FOR ISCANDAR SYNOPSIS (Referenced from Teklords site) In the year 2199, Earth is under attack from an alien race called the Gamilons. Gamilon planet bombs covered the earth with a deadly radioactive pollution and the surface of the earth is now unlivable. All life on Earth has moved underground. But even there, far below the earth's surface, the deadly radiation poisoning is beginning to reach them. Now all life on Earth has just one year left to live. But there is hope. On the planet Iscandar, there is a machine called the Cosmo DNA which can remove the radioactivity and restore Earth to it's natural state. The Star Force must travel 148,000 light years and back in just one earth year or all life on Earth will become extinct. But the Gamilons are determined to stop the Star Force at all costs.

INTRODUCTION Star Blazers Card game for two players. One player uses the Star Force Deck. The other player uses the Gamilon Deck.

DISCLAIMER Star Blazers is a Trademarked, Liscenced property. This is merely a Fan site.

VICTORY If the Star Force player has traveled 148 Parsecs they automatically win. The Gamilon player automatically wins on the start of turn 21.

TURN SEQUENCE Each turn has 4 phases: 1. Countdown Phase 2. Strategy Phase 3. Warp Phase 4. Encounter Phase

COUNTDOWN PHASE Record the turn number.

STRATEGY PHASE Both players draw 3 cards from their respective decks. If a deck runs out, shuffle the discard and draw from it.

2001

Players may discard recon cards to look at each others hands. Max hand size is 7 cards. Discard excess cards at end of phase.

WARP PHASE The Argo travels X number of Parsecs this turn. X depends on the level of damage sustained by the ship: Level Ship Condition: Parsecs traveled this turn: 0 Undamaged 4D6 1 Minor Damage 3D6 2 Moderate Damage 2D6 3 Major Damaged 1D6 4 Crippled 0 5+ Destroyed Game over: Star Force loses automatically If the ship is undamaged or has only minor damage, the Star Force player may use cards that Allow him to travel extra Parsecs. Instead of moving the Argo may conduct repairs: Either discard a card that produces an automatic repair or roll 1D6: On a roll of 1-3 reduce the ship damage level by one to a minimum of zero.

ENCOUNTER PHASE The Gamilon Player may attack the Argo by playing cards from his hand. The attack may be either a Space attack or a Planet attack. You cannot use Space cards in a Planet attack. You cannot use Planet cards in a Space attack. Cards of the “Any” type may be used in either type of attack. An attack may only use one Unique card. An attack can use a maximum of 2 Leader cards. Add up the Force value of all the attacking cards. The Space Force player may play cards from his hand in response. The Space force player cannot use Space cards in a Planet attack and visa versa. The Space Force player may play any number of Hero Cards. If the Space Force Total is higher nothing happens. If the Gamilon Total is higher roll 1D6: Roll: Argo Damage: Space Force must discard X random cards: 1 0 1 2 +1 1 3 +1 2 4 +1 3 5 +1 4 6 +2 Levels 4 Cards All cards played are discarded.

CARD LIST TYPE CODES A S P U L H

= Any = Space = Planet =Unique = Leader = Hero

STAR FORCE DECK CARD LIST Card Name: Captain Avatar, Argo Commander Derek Wildstar, Deputy Captain Mark Venture, Chief Navigator Sandor, Chief Mechanic

2002

Force 10 10 10 10

Type H H H H

Notes: Argo cards get +5 Fighters get +5; Ships Guns get +5 Maneuver cards get +3 Discard to repair one Damage Level

Nova: Radar, Analysis, Nurse Eager, Assistant Navigator Homer, Comm. Officer Dash, Gunnery Officer Orion, Chief Engineer Conroy, Black Tiger Pilot Sparks, Engineer crewman Dr. Sain, Medical Officer IQ-9, Resident Droid Alex Wildstar Wave Motion Engine Battleship Yamato (Argo) Earth Defense HQ Wave Motion gun Machine creator Holography room Auxillary engines Space Warp Make Repairs Fresh supply of Titanite Black Tiger Squadron Anti-Missile Fire Rocket Anchor Blaster Astro Automatic Pistol Shock Cannons Attack Party Infiltrate Base Bow Missiles Survey Party Search Party Sleep Gas Explosives Hide in Asteroid Field Asteroid Polarity Device Dummy Argo Emergency Takeoff Evasive Maneuvers Capture Gamilon Pilot Navigation Star Channel Message from Queen Starsha Astro Compass Delayed Action Rockets Rescue Mission Reconnaissance Flight Cause Volcanic Eruption Reflector Shield

10 5 5 5 10 10 5 9 8 5 5 10 --10 5 0 5 5 ----10 4 5 5 5 8 8 8 6 6 7 6 6 7 10 7 6 5 5 3 7 7 2 5 9 4 7

H H H H H H H H H H S SU A A A A A A A A S A A P P A P P S P P P A S S S P S A S S S S S P S 10 A

Other Hero cards get +1 Discard to move 1D6 Parsecs Party cards get +1 Ships Guns get +5 Discard to repair one Damage Level Fighters get +5 Discard to repair one Damage Level +5 if encounter is Planetary Discard to move 1D6 Parsecs 6 in deck Discard to Draw 2 cards +5 if played with Argo card (3 in deck) Discard to repair one Damage Level Discard to draw 2 cards Maneuver Discard to move 1D6 Parsecs Discard to repair one Damage Level Discard to repair one Damage Level 6 in deck Negate enemy Missile Cards +3 if Played with Argo; Ships Guns Ships Guns Negate one enemy Base

Negate one enemy Planet Card Negate one enemy Base or Satellite +5 if played with Asteroid Field Discard to Look at opponents hand Maneuver Maneuver Discard to Look at opponents hand Maneuver; Discard to move 1D6 Parsecs Negate an opponents SU card Discard to move 1D6 Parsecs Discard to move 1D6 Parsecs Discard to Look at opponents hand P Must play with Wave Motion gun +3 if Played with Argo

GAMILON DECK CARD LIST Card Name: Gamilon Fleet Gamilon Fighter Squadrons Heavy Attack Gamilon Space Carrier Gamilon Fighter Carriers Leader Desslok Desslok Mines General Talan Gamilon Fighter Base Torpedo Bombers Colonel Gantz Ultra Menace Missile General Krypt

Force 7 6 5 4 6 10 10 6 6 5 7 10 8

Type S S S S S L SU L A S L SU L

Notes: Fighters Gamilon Spacecraft get +2 Fighters get +4 Fighters get +2 Desslok cards get +5 +2 if played with Desslok Fighters Fighters +5 if played with Reflex Gun Gamilon cards get +1

2003

Major Bane Torpedo Missiles Floating Continent Base Trapped in Gravity Field Gamilon Scout Plane hand Missile Launch Site Patrol Ship hand Robot Tanks Take Prisoners Trap Reflex Gun Destroyer Squadron Reflector Satellites Gamilon Submarines Jelly Creatures Gamilon Flagship Space Net Ecto Gas Radiation Sickness Solar Flare Sea of Fire 1000 Gamilon Warships General Lysis Octopus Star Storm General Volgar Galactic Whirlpool Power Loss Low Food Supply Bee People Palanosaurus Energy Monster Magnetron Wave Space Station Robot Guards Relay Spy Satellite Artificial Sun SMITE Drill Missile Rainbow Galaxy Precision Bombers Destroy Argo Radar Space Bombs Balan Space Fortress Kamikaze Attack Magnetic Ray Sulfuric Acid Sea Relentless Missile Fire Desslok Cannon Boarding Action Radioactive Sleeping Gas

2004

6 4 5 8 3

L A S 6 P A

7 4

P A

8 9 7 10 7 5 6 5 7 10 10 10

P P A AU S A P P S SU SU A 10 S L A L SU A A PU AU SU P SU SU SU S SU S S S A S SU SU 9 SU SU SU

10 8 --6 10 ----10 10 10 5 7 10 10 9 10 6 6 7 6 9 10 10 10 10 10

+2 if played with Gantz PU Fighter: Discard to Look at opponents Fighter: Discard to Look at opponents

+5 if Played with Reflex Gun Gamilon Spacecraft get +1 May be played with Space Net Avatar sick SU May be played with Space Net Gamilon cards get +1 Play in Warp Phase: No travel this turn +2 if played with Lysis Opponent must discard a random card Opponent must discard a random card

May be played with Magnetron Discard to Look at opponents hand Fighters +3 if played with SMITE May be played with SMITE Fighters +4 if Argo played +2 if played with Artificial Sun Must be played with a Leader May be played with Magnetic Ray S May be played with Desslok Cannon May be played with Boarding Action

LINKS Treklords Site Yamato Page StarBlazers.com Ultimate Resource

2005

THERMOPYLAE INTRODUCTION Two-player Card game. Simulates the battle of Thermopylae (480 BC), where a small band of Spartan warriors Fought to their deaths against the mighty Persian Army of king Xerxes.

CARDS Players will have to make their own sets of cards. The Greeks and Persians have their own unique decks. The Greeks also need ten Troop tokens. Each Token represents 200 Spartan Soldiers (& allies). On the Deck lists, # = number of that card in the deck. Both decks have 52 cards. Notice that most cards have a force value.

SET UP Shuffle both decks. The Persian player draws 4 cards. The Greeks player draws 4 cards. The Greeks start with 10 Tokens. The number of Persian warriors is not recorded.

TURN SEQUENCE Draw Phase Discard Phase Persian Attack Phase

DRAW PHASE Both players draw 1 card from their respective decks.

DISCARD PHASE If a player has more than 7 cards he must discard the excess. Players may also discard any cards they don't want. Players may, in this phase, play cards that cause their opponent to discard.

PERSIAN ATTACK PHASE The Persian player may decide not to attack. If so, the turn ends. If the Persian player must play an “Attack” card to attack. The Persian may attack with additional cards with a force value of greater than zero. Add up the force value of all of these cards and multiply by the number of Strategy cards played +1. You cannot play 2 strategy cards of the same type. This number is the Total Persian Force Value. All cards used in the Attack are discarded. The Greek may defend with at least one card with a force value of greater than zero. Add up the force value of all of these cards and multiply by the number of Strategy cards played +1.

2006

You cannot play 2 strategy cards of the same type. This number is the Total Greek Force Value. All cards used in the Defense are discarded. Subtract the Total Greek Force Value from the Total Persian Force Value. If the result is positive, this, divided by 10, is the number of Greek tokens lost.

PERSIAN VICTORY If all of the Greek troops are killed than the Persians win.

GREEK VICTORY If the Persian player goes to draw a card and there are no cards left in his deck and the Greek player still has troops remaining, than the Persians give up and go home, and the Greeks win.

PERSIAN DECK CARD LIST # 8 3 3 2 4 1 1 2 4 2 2 8 3 3 3 3

CARD Attack Ethiopian Tribesmen Egyptian Levies Mede Cavalry Bactrian Spearmen Indian Heavy Chariots Scythed Chariots Assyrian Light Chariots Persian Archers Scythian Horse Archers Phrygian Javelineers Immortals Greek Traitor Outflanking March Mountain Path Xerxes Commands

FORCE 10 20 20 20 30 30 30 30 40 40 50 0 0 0 0

NOTES Must be played to attack

40 Strategy Strategy Strategy Opponent

Card Card Card must discard 2 random cards

SPARTAN DECK CARD LIST # 8 8 8 8 8 3 3 3 3

CARD Greek Allies Overlapping Shields Heavy Infantry Hoplites Phalanx Heroic Last Stand Spartan Training Narrow Defile Leonidas Strategy

FORCE 10 20 30 40 50 0 0 0 0

NOTES

Strategy Strategy Strategy Opponent

Card Card Card must discard 2 random cards

THERMOPYLAE FORUM Click here

2007

THIEVES GUILD INTRODUCTION Players control rival Thieves Guilds in a Medieval Middle-Eastern city.

OBJECT Have the most gold at the end of 10 turns. Each thief you control at the end of the game is worth 2 gold.

THE MAP The city contains 9 sections: # Section: Notes: 1. The Palace Double gold won & Double Thieves lost 2. The Bazaar Double gold won 3. The Port 4. The Caravan 5. The Brothels Double Thieves gained 6. The Opium Dens Double Thieves gained 7. The Wells Half gold won 8. The Mosques Double Thieves lost 9. The Ghetto Half gold won Each section must be large enough to contain 1 card.

THIEVES Thieves are represented by counters. Each player has a set of thief counters of a separate color.

DECK & DICE Six sided dice are needed. The deck contains 90 cards.

GOLD Use coins to represent gold.

SETUP Each player starts with 7 thieves and 10 gold.

TURN SEQUENCE Each turn has 6 phases: 1. Draw Phase 2. Initiative Phase 3. Spy Phase 4. Deploy Phase 5. Capture Phase 6. Resolution Phase

2008

DRAW PHASE Draw and place 9 cards face down in the 9 sections of the city. These are referred to as city cards.

INITIATIVE PHASE Players secretly bid gold to determine turn order in the Spy and Steal Phases. Write bids on scraps of paper. The highest bid goes last in the Spy and Steal Phases. The next highest bid goes next to last in the Spy and Steal Phases, and so on. Roll high on 1D6 to break ties.

SPY PHASE Players take turns according to the turn order determined in Initiative Phase. Look at 1D6 city cards. Reroll for each player. You may pay 1D6 gold to reroll before you look.

DEPLOY PHASE Players take turns according to the turn order determined in Initiative Phase. Place your thieves onto city cards. You may place none, one, or more of your thieves on a city card.

CAPTURE PHASE Flip all the city cards face up. If you are the only player with a thief on a card you automatically win it. If two or more players have thieves on a card each player rolls 1D6 for each thief they have present. The player with the highest total wins the card. Roll high on 1D6 to break ties.

RESOLUTION PHASE Resolve the effect of all cards you win. All city cards are discarded.

CARD LIST Card Name: Pickpocket Cutpurse Robbery Buyer Con Game Heist Rumors Den of Thieves Bribes Steal Assassin Convert Imprison Trap New Blood Recruit

Effect: Gain 1D6 gold Gain 2D6 gold Gain 3D6 gold Gain 4D6 gold Gain 5D6 gold Gain 6D6 gold Lose 1D6 gold Lose 2D6 gold Lose 3D6 gold Target opponent loses 1D6 gold. You gain 1D6 gold In resolution phase target opponent loses one thief. In resolution phase gain one thief. Target opponent loses one thief. In resolution phase lose one thief. In resolution phase lose one thief. In resolution phase gain one thief. In resolution phase gain one thief.

2009

Thieves Honor Nothing happens Guards Nothing happens The deck contains 5 of each card type.

2010

THIRD WORLD INTRODUCTION Card game for 2+ players. Simulation of problems facing third world countries. Each player controls his own “Third World” country.

ACADEMIC GAMING REVIEW This game is now also published in the Academic Gaming Review

THE DECK Players share a common deck. The deck contains all six card types shuffled together.

CARD TYPES There are six card types: PR = Political Reforms ER = Economic Reforms CR = Ecological Reforms PC = Political Crises EC = Economic Crises CC = Ecological Crises

RUNNING TOTALS Each player keeps a running total in 3 categories: 1. Political Stability 2. Economic Stability 3. Ecological Stability Each player starts the game with a total of 10 in each category. During play the totals can go up and down. If a player ever goes to zero or less in any category, he automatically loses. If a player ever goes to 15+ in all 3 categories, he automatically wins. A zero or less in Political Stability represents Anarchy & Civil War. A zero or less in Economic Stability represents Economic Collapse. A zero or less in Ecological Stability represents an Ecological Disaster.

PLAYER STATUS At any point in the game, the winningest player is the player with the highest combined score in all 3 running totals. At any point in the game, the loseingest player is the player with the lowest combined score in all 3 running totals. At the end of 10 rounds the winningest player wins the game. In the first Round of the game, the youngest player goes first.

ROUND SEQUENCE Play proceeds in Rounds. Each Round starts with the top ten cards of the deck being dealt face up to the table. Players take turns. The loseingest player goes first.

2011

On a players turn, he takes one face up card and puts it in his hand. (Hands are kept face up next to the player) All cards must be taken. After all 10 cards are taken players score their hands.

SCORING HANDS Your choice of cards will alter your Running totals. Crisis cards will decrease Running totals. Reform cards will increase Running totals. Players discard their hands at the end of the round.

CARD LIST Card Name: Class Warfare Secret Police Fundamentalism Ethnic Conflict Local Warlords Human Rights Abuses Marxist Rebels Dictator Social Revolution Drug Cartels Patronage Politics Foreign Incursions Military Coup Single Party Regime Radicalism Democratic Reforms Monitored Elections War Crimes Trials Release Political Prisoners Institution Building Good Government Rule of Law Women’s Rights Community Empowerment Freedom of the Press Civilian Authority UN Peacekeepers Liberal Democracy Order & Stability Amnesty International Global Depression Militarism Runaway Inflation Currency Devaluation Poverty Lack of Capital Unemployment Market Crash Foreign Exploitation Debt Crisis Economic Mismanagement Rampant Corruption Underdevelopment Colonial Legacy Trade Barriers Foreign Investment Natural Resources Economic Cooperation Banking Reforms

2012

Type PC PC PC PC PC PC PC PC PC PC PC PC PC PC PC PR PR PR PR PR PR PR PR PR PR PR PR PR PR PR EC EC EC EC EC EC EC EC EC EC EC EC EC EC EC ER ER ER ER

Total Adjustment: - 2 - 1 - 3 - 3 - 1 - 2 - 3 - 3 - 3 - 2 - 1 - 1 - 1 - 2 - 2 + 1 + 2 + 1 + 1 + 3 + 2 + 3 + 2 + 1 + 3 + 2 + 2 + 3 + 3 + 1 - 3 - 3 - 3 - 2 - 2 - 2 - 1 - 2 - 2 - 3 - 3 - 1 - 1 - 1 - 1 + 3 + 3 + 2 + 3

Structural Adjustment ER + 3 IMF & World Bank ER + 3 Invest in Education ER + 1 Build Infrastructure ER + 2 Human Potential ER + 1 World Market ER + 2 Land Redistribution ER + 2 Export Led Development ER + 2 Modernization ER + 1 Industrialization ER + 1 Ethical Investment ER + 1 Drought CC - 1 Famine CC - 3 Refugees CC - 3 Deforestation CC - 2 Desertification CC - 1 Child Mortality CC - 2 Slash & Burn Farming CC - 3 Water Pollution CC - 1 Soil Erosion CC - 1 Hunger CC - 3 Fuel Wood Crisis CC - 1 Urban Sprawl CC - 2 AIDS Epidemic CC - 2 Overpopulation CC - 3 Malaria & Dysentery CC - 2 Humanitarian Aid CR + 3 Family Planning CR + 2 Food Distribution Centers CR + 1 Environmental Clean Up CR + 1 Irrigation CR + 2 Green Revolution CR + 1 Forest Management CR + 3 Sustainable Agriculture CR + 2 Wildlife Conservation CR + 1 Water Management CR + 3 City Planning CR + 3 World Health Organization CR + 2 Red Cross CR + 1 Renewable Energy Sources CR + 2 Sanitation CR + 3 FAQ's Q-after a card is taken by a player, is that card replaced from the deck so that there are always 10 cards on the table until the end? In other words, is a round determined by going through the entire deck? Or does a round simply involve the 10 cards dealt out with no replentishment? A-Just the 10 cards not the entire deck. Q-as players take cards, do they discard any? I'm guessing they keep all of them until the end of the Round. A-Keep them until the end of the round.

2013

THIRTY YEARS WARFARE INTRODUCTION Card Game for 2-4+ players. The Thirty Years War took place in Germany from 1618-1648. The main adversaries were the Catholics and the Protestants. Each player takes the role of a Military Contractor of the age. The goal is to use your skill as a general and an entrepreneur to amass wealth and fame.

DICE & SUNDRY 6 & 10-Sided dice are needed. Paper & Pens are also needed to keep track of gold, reputation, and traits.

THE DECK Players share a common deck.

SETUP Shuffle the Deck. Each player is dealt 5 cards. The player with the longest last name goes first. Leaders start with a reputation score = 0 and 2D6 gold.

VICTORY When the deck runs out, the player with the most Gold wins. If two players are tied, the player with the highest Reputation score wins.

LEADER GENERATION Each player controls a Leader. Make–up a name, nationality, and history for your Leader. Roll 3 times on the Leader trait table to see what Traits the leader starts with.

LEADER TRAIT TABLE 1D10 1 2 3 4 5 6 7 8 9 10

Trait: Strategy Inheritance Estates Negotiations Leadership Recruitment Discipline Title Etiquette Entrepreneur

REPUTATION 2014

Notes: +1 to Campaign Rolls Gain 2D6 Gold Add 1 to Revenue rolls +1 to Contract Rolls +1 to Hand Size +1 to Recruitment Rolls +1 to Upkeep Rolls Reputation +1 +1 to Employment Rolls +1 to Draw Rolls

Every Leader has a reputation score. A Leader starts the game with a reputation score = 0. The score changes through play. The score may be positive or negative. The maximum reputation is +3. The minimum is –3.

TURN SEQUENCE Players take turns. Each turn has 7 phases: Fate Phase Negotiations Phase Revenue Phase Recruit Phase Campaign Phase Reputation Phase Upkeep Phase

FATE PHASE Draw 1D6 cards. This is the ‘Draw Roll’ If the deck runs out, shuffle the discard pile and draw from it. If the deck runs out twice the game ends.

NEGOTIATIONS PHASE Your Leader may try to find gainful employment. Play an “Employer” card and roll 1D10. This is the ‘Employment Roll’ On a roll of 6-10+ you are hired. Add your Reputation score to the roll. If you are just hired roll 2D6. This is the ‘Contract Roll’ Add your Reputation score to the roll. The result is your ‘Contract Score’ If you were hired previously you must renew your employment. Roll 1D10. This is the ‘Renewal Roll’ On a roll of 6-10+ you remain employed. Add your Reputation score to the roll. If you just renewed your employment, you may renegotiate your contract. Make a new ‘Contract Roll’

REVENUE PHASE Gain 1D3-1 free gold from savings, investments, contributions, estate incomes, financial backers, looting, etc. This is the ‘Revenue Roll’ Gain Gold equal to your Contract Score. Some cards will cause you to gain or loose Gold in this Phase.

RECRUIT PHASE You may recruit Military units. Play up to units from your hand to the table face up. For each card roll 1D10. This is the ‘Recruit Roll’ Add your reputation Score to the roll. On a roll of 6-10+ the unit joins you and stays in play. On a roll of 1-5 or less you must pay 1 gold to hire the unit or discard it.

CAMPAIGN PHASE 2015

You or an Opponent may play a Campaign Card only if you are currently employed. Roll once on the Battle Outcome Table.

BATTLE OUTCOME TABLE 1D10 Outcome: Casualties: 1-3 Terrible Defeat Lose all of your Units 4-5 Hard Fought Lose 1D6 of your Units 6-7 Well Fought Lose 1D3 of your Units 8-10+ Great Victory Lose no Units Before rolling, an opponent may play one ‘Adversary Card’ to decrease the result. Before rolling, you may play ‘Strategy Cards’ to increase the result. Subtract one from the roll if any of your troops are undisciplined. Add one to your roll if you have at least one Infantry, one Cavalry, and one Artillery unit in your army.

REPUTATION PHASE If you fought in a campaign last phase and had at least one surviving unit, you win the campaign. If you have no survivors, you lose the campaign. If you won the campaign your reputation score increases by +1. If you lost, your reputation score decreases by –1.

UPKEEP PHASE Discard cards in your hand in excess of 7. You must pay your units 1 gold each or they must individually roll on the Live Off the Land Table. These are called ‘Upkeep Rolls'.

LIVE OFF THE LAND TABLE 1D10 Result: 1-5 Loot & Disband (Discard unit) 6-10+ Remain but become Undisciplined Subtract one from the roll if any of your troops are already undisciplined. Place a token on any unit cards that are undisciplined. You may pay 2 gold (Back-pay) to remove a token. You or an opponent may play ‘Upkeep” cards to modify these rolls.

CARD TYPES # E I C A U X V S R N P

= = = = = = = = = = = =

Number of that card in the Deck Employer Infantry Cavalry Artillery Upkeep Experience Adversary Strategy Revenue Negotiations Campaign

CARD LIST Name of Card:

2016

Type:

#

Notes:

Spanish Ruler ofthe Netherlands E 1 Spanish Hapsburgs E 1 Catholic Princes E 1 Duke of Bavaria E 1 Count Palatine E 1 King of France E 1 French Duke E 1 Dutch Hapsburgs E 1 Holy Roman Emperor E 1 King of Denmark E 1 Protracted Campaign N 1 Add 2 to Renewal Roll Retainer N 1 Add 2 to Renewal Roll Loyal Service N 1 Add 2 to Renewal Roll Pikemen I 3 Arquebusiers I 4 Lancers C 3 Reiter Cavalry C 4 Field Cannons A 4 Siege Guns A 3 Area Depopulated U 1 Subtract 2 from Upkeep Rolls Angry Peasant Attacks U 1 Subtract 2 from Upkeep Rolls Stragglers U 1 Subtract 2 from Upkeep Rolls Deserters U 1 Subtract 2 from Upkeep Rolls Plague U 1 Subtract 2 from Upkeep Rolls Pillage U 1 Add 2 to Upkeep Rolls Logistics Base U 1 Add 2 to Upkeep Rolls Occupation of Towns U 1 Add 2 to Upkeep Rolls Experience X 5 Roll on Trait Table. Play in Upkeep phase Bankruptcy N 1 Subtract 2 from Renewal or Contract Roll Change Sides N 1 Add 2 to Employment Roll Negotiations N 1 Add 2 to Contract Roll Scandal N 1 Subtract 2 from Renewal or Employment Roll Ransom Payments R 1 Add 1D6 to Revenue Roll Contributions R 1 Add 1D6 to Revenue Roll Taxes R 1 Add 1D6 to Revenue Roll Tilly V 1 Subtract 2 from Campaign Roll Spinola V 1 Subtract 2 from Campaign Roll Bucquoi V 1 Subtract 2 from Campaign Roll Dampiere V 1 Subtract 2 from Campaign Roll Mansfield V 1 Subtract 2 from Campaign Roll Gallas V 1 Subtract 2 from Campaign Roll Wallenstein V 1 Subtract 2 from Campaign Roll Break Siege S 1 Add 1 to Campaign Roll Raiding Strategy S 1 Add 1 to Campaign Roll Capture Garrison S 1 Add 1 to Campaign Roll Blockade S 1 Add 1 to Campaign Roll Distraction S 1 Add 1 to Campaign Roll Concentrate against Weakness S 1 Add 1 to Campaign Roll Expand Base Area S 1 Add 1 to Campaign Roll Persisting Strategy S 1 Add 1 to Campaign Roll Spanish Tactics S 1 Add 1 to Campaign Roll Surprise S 1 Add 1 to Campaign Roll Art of Maneuver S 1 Add 1 to Campaign Roll Veteran Soldiers S 1 Add 1 to Campaign Roll or Upkeep Roll Military Campaign P 8 Note: All cards that Modify Rolls must be played before the roll is made. LONG PLAY VARIANT (by Zak) For 4+ players: when the deck runs out the first time reshuffle the cards and add a new card: "1648 -End of War". The game is over when this card is drawn (is immediately played).

GAME DESIGNERS NOTES In campaign phase you are not actually ever fighting another player or his units!

2017

You fight an unnamed opposing force of unstated quantity or quality. another player may play 1 Adversary card to make this opposing force more powerful.

2018

THUNDERBOLT INTRODUCTION Each player controls an A-10 Thunderbolt II (The Warthog) on Close Air Support Duty.

SETUP Players keep one Thunderbolt card in front of them that represents their plane. Each player also draws 1 random pilot card. Place 5 Fuel Markers on this card. Place 5 Ammo Markers on this card. Each player draws 3 cards for their hand. All planes start their first turn at Base.

THE DECK Players share a common Deck. Cards not in the common deck include the Pilot cards and Thunderbolt cards. Card types found in the common deck include: Mission Cards Munitions Cards Enemy Cards Event cards

DICE Ten sided Dice are required (D10).

OBJECTIVE The player who has Mission cards with the most Mission Points at the end of the game wins.

FUEL MARKERS Each plane holds 5 units of Fuel. Use counters to represent Fuel units. When a plane runs out of fuel it must return to base.

AMMO MARKERS The Warthog is equipped with a 30 mm GAU-8/A Gatling Gun. Each plane holds 5 units of ammo. Use counters to represent ammo units. When a plane runs out of ammo it can no longer use its gun until it reloads at base.

STRUCTURAL HIT MARKERS Planes must Abort Mission and return to base when they take 3 total hits or damage. Use counters to represent Hits or Damage.

2019

TURN SEQUENCE Players take turns. Each turn has 6 Phases. 1. Briefing Phase 2. Loiter Phase 3. Base Phase 4. Incoming Phase 5. Mission Phase 6. End Phase

BRIEFING PHASE Draw 2 cards from the Deck. If the Deck runs out the game is over. Max hand size is 7 cards. Discard excess cards.

LOITER PHASE Remove one Fuel counter if you are not at Base. If you have no fuel counters or 3 damage counters you must return to base. If you voluntarily aborted the mission in your last Incoming Phase you must return to base. If these conditions are not met, you may still choose to return to base. A plane may spend several consecutive turns at base to repair damage.

BASE PHASE Skip this phase if you are not already at base, or did not return to base in Loiter Phase. You may do all of the following: Repairs: Remove one Damage marker. Rearm: Gain 5 Ammo units (5 Max) Refuel: Gain 5 Fuel units (5 Max) Munitions: Add Munitions cards from your hand to your plane (5 Max) Munitions cards are placed face up next to your plane card. If you did not skip this phase, then at the end of this phase immediately skip to End phase.

INCOMING PHASE The active player may play one Mission card. Your opponent (a non-active player) may play one Enemy card regardless if a Mission was played or not. Roll 1D10 for Combat Initiative. 1-5 The Enemy attack first 6-10 The player attacks first Roll 1D10 for Attacks. 1-5 The Attack misses. 6-10 The Attack hits. If an enemy is hit it is destroyed and the card is discarded. If the player is hit his plane receives one Damage Counter. Continue trading attacks until: The enemy is destroyed, or The player has 3 hits, or The player voluntarily aborts the mission When you receive your third damage counter you must immediately skip to End phase. Every time the player attacks he must use up (discard) one ammo counter or one munitions card. The Gatling gun can be used against any target. Other Munitions are more limited. Only one Enemy card can be played this phase unless the Mission card says otherwise.

2020

Attacks vs Enemy Fighters are at –1. Enemy Fighters will make 3 passes and then break off combat.

MISSION PHASE To complete the mission played last phase the active player must destroy the target. Roll 1D10 to attack the target: 1-5 The Attack misses or minor damage. 6-10 The Attack hits. The Mission target is destroyed. Every time the player attacks he must use up (discard) one ammo counter or one munitions card. All Mission Targets are Ground Targets. Continue attacking until the target is destroyed or you run out of ammo and munitions. If you destroyed the target, put it in your Mission Completion pile. If you did not destroy the target, discard it.

END PHASE Next players turn.

MISSION CARD LIST Target Name Tank Column Major Airfield Minor Airfield Munitions Storage Area Radar Facility Ammo Dump Supply Convoy Troop Concentration APCs Truck Park Communications Outpost Forward Observers Artillery Battery SAM Site AAA Site Docked Warship Bridge Engaged Armor Radar Post Infantry Positions Dug in Tanks Bunker Staging Area MP = Mission Points

MP 1 3 2 1 2 1 1 X 1 1 2 1 2 3 2 3 2 2 1 1 1 1 3

Notes: Vehicles Any number of Air cards may be played Opponent may play 1 extra Air card SAM cards are Initiative +2 Vehicles 1 MP per Hit inflicted up to 3 Vehicles Vehicles One opponent may draw a card Attacks vs Mission Target at -2 Opponent may play 1 extra AAA card Any number of SAM cards may be played Any number of AAA cards may be played Opponent may play 1 extra AAA or SAM card Enemy Attacks at +1. Vehicles Attacks vs Mission Target at –1. Vehicles Attacks vs Mission Target at –1 Opponent may play 1 extra enemy card

ENEMY CARD LIST Weapon System MiG-27 MiG-17 MiG-21 MiG-23 Su-25 Su-24 Su-22 Su-17 Su-7 Redeye

Type FTR FTR FTR FTR FTR FTR FTR FTR FTR SAM

Target Air Air Air Air Air Air Air Air Air Ground

Attack -1 +2 +2 -1 -1 -2 -

Initiative +2 +1 +2 +2 +2 +2 +1 +1 -

2021

Stinger SAM Ground +2 +2 Blowpipe SAM Ground SA-7A SAM Ground -1 SA-7B SAM Ground +1 +1 SA-14 SAM Ground +1 +1 ZU-23 AAA Ground ZPU-4 AAA Ground +1 -1 ZSU-23-4 AAA Ground +1 40mm AAA Ground +1 2 x 35mm AAA Ground +1 +1 Mi-24E HEL Air +2 +2 Mi-24A HEL Air +1 +1 Mi-4 HEL Air -1 Mi-8E HEL Air +1 +1 Mi-8C HEL Air -1 FTR = Fighter HEL = Helicopter Fighters and Helicopters attack with guns and missiles. SAM = Surface to Air Missile. Launchers will be on vehicles or hand held by infantry. AAA = Anti-Aircraft Artillery. Guns only.

MUNITIONS CARD LIST Weapon System Name: Targets Attack AIM-9L Sidewinders Air +3 AGM-65B Maverick 500lb Bombs Ground +2 Magnification AGM-65D Maverick 500lb Bombs Ground +2 AGM-65E Maverick 500lb Bombs Ground +2 MK 82 GP Snake eye 500lb Bombs Ground +1 MK 83 GP 1000lb Bomb Ground +1 MK 84 GP 2000lb Bomb Ground +2 ALQ-119 ECM Jammer Pod Defense -AGM-88A HARM Ground -CBU-15 Durandal Anti-runway Bmb Ground Mk-82 Paveway LG Bombs 500lb Ground +2 Mk-83 Paveway LG Bomb 1000lb Ground +2 Mk-84 Paveway LG Bomb 2000lb Ground +3 Hyper Velocity Rocket Pod Any +1 Quad Hellfire Anti-Tank Ground MK 20 Rockeye Cluster Bomb Ground -Pave Penny Laser Tracking Pod Any -Jammer and Tracking Pods are not weapons.

Notes Heat Seeking E/O = Electrical-Optical Scene IR = Infra Red Imaging Laser Guided ---Missile Attacks vs this plane are at –1 +4 vs Radar/Communications sites -+4 vs Airfields Laser Guided Laser Guided Laser Guided 19 Kinetic Rockets -+4 vs Tanks and Vehicle Targets +4 vs Tanks and Vehicle Targets All attacks by this plane are at +1

EVENT CARD LIST Card Name Secondary Target Air Threat Night Vision Imaging System are made. Titanium Armor Back up Systems Survivability Self Sealing Fuel Cells counter. Fire Control Night Mission before roll is made Poor Visibility made ECM Chaff roll is made

2022

Effect Player gets an extra Turn Play an extra Air Enemy vs opponent in Incoming Phase Initiative and Attack +1 this turn. Play before rolls Negate Hit caused by Enemy Attack Negate Hit caused by Enemy Attack Negate Hit caused by Enemy Attack Negate Hit caused by Enemy Attack. Lose 1 Fuel Attack +2. Play before roll is made Initiative +1 & Enemy Attacks are at –1 this turn. Enemy Attacks are at –2 this turn.

Play

Play before roll is

Enemy Missile Attacks are at –2 this turn.

Play before

IR Countermeasure Flares Enemy Attacks are at –2 this turn. Play before roll is made Wide Combat Radius Do not discard Fuel Counter in Loiter Phase Forward Air Control Initiative +2. Play before roll is made Interchangeable Parts Discard an extra Damage counter in Base Phase. Mission Capable Draw 3 Cards Sorties Draw 3 Cards Scramble Draw 3 cards Event Cards are discarded as soon as they are played.

PILOT CARD LIST Name Chuck Razor Big Daddy Ice Hawk Travis

Skill Initiative Rolls +1 Attack Rolls +1 Hand Size +2 Enemy Attack Rolls –1 Draw +1 card per turn Loiter Time +1 (= Fuel Capacity = 6)

SOLO RULES Start with 5 cards. Discard Enemy cards from initial 5. Just draw 1 card at a time. You are attacked by all Enemy cards you draw.

LINKS USAF Fact Sheet Warthog Territory

2023

THUNDERCATS

INTRODUCTION Card game for 2 players.

THE DECKS There are 2 Thunder Cat Evil Mutant Each player

decks: Deck Deck gets one deck.

VICTORY The first player to win 5 hands wins the game.

TURN SEQUENCE Each turn has 4 phases: Draw Phase Plot Phase Attack Phase Victory Phase

2024

DRAW PHASE Both players fill their hands to 9 cards. If a deck ever runs out shuffle the discard pile & draw from it.

PLOT PHASE Players may discard up to 4 cards & draw replacements.

ATTACK PHASE Each player may play up to 4 characters from their hand face up to the table. Characters include: Thunder Cats, TC Allies, Evil Mutants, and Special Foes. To each character 1 Weapon card may be attached. To each character 1 Companion card may be attached. To each character 1 Vehicle card may be attached. Special Foes may not attach cards. A maximum of 1 Special Foe may be played. Each player may also play a Base card & a Special Event card.

VICTORY PHASE Every card has a Force value. Each player adds up the total force of all of his played cards. The player with the highest total wins the hand. Discard all played cards.

CARD TYPE ABBREVIATIONS WP = Weapon TC = Thunder Cat TCA = Thunder Cat Ally TCC = Thunder Cat Companion TV = Thunder Cat Vehicle TB = Thunder Cat Base EM = Evil Mutant SF = Special Foe EV = Evil Mutant Vehicle EB = Evil Mutant Base SE = Special Event MR = Mumm-Ra

THUNDERCAT DECK CARD LIST Card Name Lion-O Tygra Bengali Cheetara Panthro Pumyra Lynx-O Snowman Hachiman Willa Tuska Warrior Mandora Jaga

Type TC TC TC TC TC TC TC TCA TCA TCA TCA TCA TCC

Force 10 9 8 8 7 7 5 9 8 6 5 7 +8

Notes Hereditary Lord of the Thundercats Great Agility; Can become invisible Blacksmith Fast & Psychic Mechanical Genius Fast Old & Blind Amazon Inter-stellar police officer Spirit guide; +12 vs. Grune

2025

Snowmeow Wilykit Wylikat Snarf Berbil Unicorns Thunderclaw Hovercat Thunderwings Racing Board Stilt Runner Feliner Thundertank Cats Lair Eye of Thundara Thundercats Ho! Sword of Omens Hammer Katana Bow & Arrows Slingshot Shield Fighting Sticks Bolo Whip Staff

TCC TCC TCC TCC TCC TCC TV TV TV TV TV TV TV TB SE SE WP WP WP WP WP WP WP WP WP

+5 +3 +3 +5 +2 +4 +8 +6 +4 +4 +4 +6 +10 +10 ----+7 +3 +3 +3 +3 +2 +2 +2 +2

+7 if played with Snowman Slingshot; Gets into a lot of trouble Slingshot; Gets into a lot of trouble Can talk to animals; Immune to evil Native Robotic Teddybear creatures

Airship Discard to draw 3 cards All TC get +3 +10 if played with Lion-O +6 if played with Bengali +6 if played with Hachiman +6 if played with Willa +6 if played with Pumyra +4 if played with Lynx-O +4 if played with Panthro +4 if played with Tygra +4 if played with Cheetara

EVIL MUTANT DECK CARD LIST Card Name Mumm-Ra Mumm-Ra Monikan Captain Cracker Captain Shiner Grune the Destroyer Reptilian Chilla Jackalman Mongor Ratar-O S-S-Slithe Safari Joe Vultureman Cruncher Hammerhand Driller Stinger Mongor Evil Robot Monster Tartara Ta-She Tomb Fortress Castle Plundarr Laser Saber Luna Lasher Repeater Rifle Energy Rifle Blaster Pistol Spiked Ball & Chain Scimitar Axe & Spiked Knuckles Claw Arm Giant Scythe Paired Knives Pole Axe

2026

Type MR MR EM EM EM EM EM EM EM EM EM EM EM EM SF SF SF SF SF SF SF SF EB EB WP WP WP WP WP WP WP WP WP WP WP WP

Force 9 3 6 5 6 7 6 6 5 5 4 6 6 4 8 8 9 9 10 10 10 20* 9 8 +6 +6 +5 +5 +4 +3 +3 +3 +3 +3 +3 +3

Notes Fighting Form Mummified Form Stupid but good climber

Smart but cowardly Strong, bossy leader Intergalactic hunter Mechanic; Attached EV gets +5 Berserker Berserker

Evil crystal queen Evil priestress: Doom Gaze Mumm-Ra's Pyramid

Maul WP +2 Club WP +2 Mutant Nosediver EV +9 Mutant Fistpounder EV +7 Mutant Tank Rat Star EV +6 +9 with Ratar-O Fire-ball Launcher EV +8 Skycutter EV +5 Transformation SE +6 Mumm-Ra Magic; Disguise Mind Control SE +7 Mumm-Ra Magic Cloning Device SE +8 Mumm-Ra Magic Summoning SE --Mumm-Ra Magic; Discard to draw 3 cards Notes: Only one MR card can be played in a turn. Discard Ta-She if the Thundercat player plays a female Thundercat.

DISCLAIMER Thundercats is a licensed, copyrighted, trademarked property. This is merely a Fan site.

THUNDERCAT LINKS Goto Thundercats Lair

2027

TIME LINE INTRODUCTION Two time traveling civilizations fight for ultimate control of the entire timeline. The Far Future is controlled by a scientifically advanced culture known as the Teraxians. The Distant Past is controlled by a magical race known as the Atlanteans.

OBJECT Gain control of all 12 Eras on the Time Line.

THE DECKS Each player has his own unique deck. There is the Teraxian Deck and the Atlantean Deck.

THE BOARD The board is composed of a row of 12 spaces. These spaces (or Eras) are labeled in the following order: # Era: Force 12. The Far Future X 11. Near Future 48

10.

WWII

9.

WWI

24 12

8. Age of Imperialism 9 7. Age of Revolution 6 6. Renaissance 5 5. Middle Ages 4 4. Roman Empire 3 3. Ancient Civilizations 2 2. Prehistory 1 1. Distant Past X Force = Force of Units recruited from this time period. Eras 2-11 have Period troops.

DICE Six and ten sided dice are needed.

COUNTERS Each player gets a set of counters of a unique color and with unique unit types. Units are also referred to as troops. There is also a set of same-color, common, generic period troops: Have 10 counters to represent Period troops from each Era 2-11. Mark the Era number on the counter.

2028

ATLANTEAN COUNTER SET # 10 10 20 10 25 Start =

Type Force Move Start Wizards 50 4 2 Heroes 100 3 2 Warriors 150 2 4 Monsters 200 1 2 Control Markers The number of such units the player starts the game with.

TERAXIAN COUNTER SET # 10 10 20 10 25

Type Force Scientists 50 Agents 100 Combat Teams 150 Warships 200 Control Markers

Move 4 3 2 1

Start 2 2 4 2

SETUP The Atlanteans begin with their starting counters in the Distant Past space. The Teraxians begin with their starting counters in the Far Future space. Roll high on 1D10 to see who goes first.

TURN SEQUENCE Players take turns. Each turn has 5 Phases: 1. Random Factors 2. Time Travel 3. Change History 4. Recruit Troops 5. Seek & Destroy

RANDOM FACTORS PHASE The active player draws 2 cards from his deck. If the deck runs out, shuffle the discard and draw from it.

TIME TRAVEL PHASE You may move your units forward and backwards on the timeline a number of Eras up to their Move stat limit. For example: A Wizard could move from the Distant Past to the Middle Ages. Period troops have a base Move = 0. Cards may be played to increase the Move stat of target units.

CHANGE HISTORY If you have a unit in an Era you may try to gain control of the Era by interfering with history. Roll 1D6. this is the control roll. On a roll of 4-6 you gain control of the Era. Agents and Heroes get +1 to the roll. Keep tract of control by placing control markers. Changing history involves assassinations, planting ideas, providing

2029

assistance, preventing or causing critical events.

RECRUIT TROOPS If you control an Era you may try to recruit one period unit from it. Roll 1D6. This is the Period Recruit Roll. On a roll of 4-6 you gain one unit. Agents and Heroes get +1 to the roll. The Atlanteans may make two rolls for the Prehistoric Era. Keep tract of control of period units by stacking them and then placing a control marker on the stack. The Atlantean Player makes one Atlantean Recruit Roll: 1D6 Recruit 1 Wizard 2 Hero 3 Warriors 4 Warriors & Draw 1 card 5 Monster 6 Draw 2 Cards Recruited Atlantean units begin in the Distant Past. The Teraxian Player makes one Teraxian Recruit Roll: 1D6 Recruit 1 Scientist 2 Agent 3 Combat Team 4 Combat Team & Draw 1 Card 5 Warship 6 Draw 2 Cards Recruited Teraxian units begin in the Far Future.

SEEK & DESTROY If there are opposing units in the same Era they may fight. If neither side wants to fight there is no combat. If one side does not want to fight, it may attempt to hide or escape. Roll 1D6. This is the Hide or Escape Roll. On a roll of 4-6 the player may hide all his units. They may not be attacked this turn. Alternatively, on a roll of 4-6 the player may have all of his non-period units escape. Escaping units move to an adjacent Era. They may be attacked again in that Era. Units that fail to hide or escape must fight. If there is a fight each side adds up it’s Force Total. Cards may be played to increase a side’s Force Total. Certain cards can only be played if certain unit types are present at the battle. These cards are attached to one of the required units. The effect of cards last the entire battle. The Side with the higher Force Total has the Advantage. The lower total has the disadvantage. Roll 1D6. This is the Combat Roll: 1-4 The Disadvantaged side has one unit destroyed. 5-6 The Advantaged side has one unit destroyed. If both sides have equal Force Totals the combat roll results are 1-3 and 4-6. A player decides which of his units are destroyed. The unit is removed from play. Any cards attached to a destroyed unit are discarded. Continue making combat rolls until one side is eliminated, or both sides want to stop. After each combat roll either side may attempt to escape at a -1 to the roll. Discard all cards played at the end of the battle.

ATLANTEAN DECK CARD LIST Card Name Astral Travel Astral Gate

2030

User W WHT

Effect Move +3 or Escape roll +2 Move +3 or Escape roll +2

Dimension Door WH Move +3 or Escape roll +2 Ethereal Plane A Move +3 or Escape roll +2 Hermes Portal WH Move +3 or Escape roll +2 Demon Horde T F + 200 Vorpal Sword H F + 100 Celestial sword H F + 200 Rune Blade H F + 150 Eldritch Blade H F + 50 Maelstrom W F + 200 Firestorm W F + 50 Petrification W F + 100 Possession W Control opponents unit this turn Time Barrier W Units cannot Move past target Era Stasis X Units cannot move out of Target Era Dragon Breath M F + 50 Regeneration M F + 100 Time Walk X Take an extra turn Speed Time X Draw 5 Cards Take from the Future X Put any one card from your deck into your hand Summon W Stack any 1 New Atlantean unit with Wizard Reverse Time W Redo this turn from the beginning See the Future X Look at the top 7 cards; put them in any order Take from the Past X Put any one card from your discard into your hand Banish W Cause enemy unit to escape Polymorph W Destroy enemy unit Stone Rain W F + 150 Time Vortex W Each unit in this Era is destroyed on 4-6 on a roll of1D6 Armies of the Past P Entire Stack Move +3 End of Time X Opponent must discard 3 cards Great Wyrm M F + 200 Myrmidons T F + 50 Illusions W Hide Roll +2 Enchanted Weapons P F + 50 Wizards Sight W Opponent gets –2 to Hide Roll Invisibility A Hide Roll +2 or F + 50 Avatar H F + 100 Strings of Fate W Change Roll +2 User = What type of unit may use this card. W = Wizard, H = Hero, T = Warriors, M = Monster, P = Period Troops, A = All, X = None

TERAXIAN DECK CARD LIST Card Name Mind Control Device Tac Nukes Probability Shift Time Contraction Time Expansion Time Skipping Matter Disrupters Force Fields Cybernetics Plasma Weapons Spinal Mount Power Armor Time Projection Alternate Time Line Bionics Paradox Time Loop Temporal Rift Time Flux Anachronism Temporal Locator

User S W X A A A W W C C W C A S G X X X S P S

Effect Control opponents unit this turn F + 200 Any roll +2 or -2 Move +2 or Escape roll +2 Move +2 or Escape roll +2 Move +2 or Escape roll +2 F + 50 F + 100 F + 50 F + 100 F + 150 F + 200 Move +2 or Escape roll +2 Destroy Target Unit F + 150 Destroy Target Unit Get an Extra Turn Opponent must discard 3 cards Units cannot Move past target Era Move +2 Opponent gets –2 to Hide Roll

2031

Time Beacon X Android G Neural Implants G Time Bomb S Worm Hole A Temporal Manipulation X Recorded History A Abduction X Holograms S Eject Button A Stop Time S Futuristic Weapons P AI Predictions X Replacement Clone S S = Scientist, G = Agent, C =

Units moving to this Era get Move +2 F + 200 F + 100 F + 100 Move +2 or Escape roll +2 Draw 5 cards Change Roll +2 Change Roll +2 Hide Roll +2 Escape Roll +2 Units cannot move out of Target Era F + 50 Look at the top 7 cards; put them in any order Change Roll +2 Combat Team, W = Warship

D20 VERSION OF TIMELINE by C Gerard Luft Click Here

2032

TITAN ATTACK INTRODUCTION Two player Card Game based on the Games Workshop Epic Warhammer 40,000 Universe.

DISCLAIMER Warhammer is a licenced, trademarked property. This is merely a Fansite.

DECKS Each player uses a separate deck. For example: Imperial Deck vs Ork Deck. Each deck has exactly 55 cards.

VICTORY Run your opponent out of cards.

TURN SEQUENCE Each turn has 6 phases: Draw Phase Redraw Phase Extra Draw Phase Attack Phase Defense Phase Damage Phase

DRAW PHASE Each player fills their hand to 8 cards. If the deck ever runs out shuffle your reserve pile & draw from it.

REDRAW PHASE Players may discard up to 3 cards to their discard and draw replacements.

EXTRA DRAW PHASE Players may discard “X” Special cards from their hands to their discards to Their reserves to draw the indicated number of cards.

ATTACK PHASE Players may make attacks. To make an attack, you must make an Attack Meld. A Meld consists of 3 cards: A Titan Card, a Weapon Card, and a Range Card. The Range card and the Weapon card must match.

2033

You may make more than one meld.

DEFENSE PHASE If your opponent has made one or more melds, you May discard a “D” Defense card to negate any one card of the Meld. The negated card goes to your opponents reserve pile. Your opponent may play a replacement card to complete the Meld. If unable to play an appropriate replacement card, the other two cards Of the Meld must also be discarded to the opponents reserve pile. Your Defense card goes to your reserve pile.

DAMAGE PHASE A Meld does damage equal to the Damage Value of the Weapon card. A player may play an “A” Add card to increase the damage of the Meld. The opposing player must discard a number of cards from his Deck to his Damage pile equal to the value of the Meld. If the Deck runs out, discard cards from the Reserve Pile. If the Deck & Reserve pile are exhausted the player loses the game. Once damage is done your Meld cards go to your Reserve pile.

CARD TYPE NOTATION LIST S M L T W D X A

= = = = = = = =

Short Medium Long Titan Weapon Defense Special Add

ORK GARGANT CARD DECK LIST Card Name: Battle Cannon Turret Cluster Buster Deth Kanon Gutbuster: Ball Gutbuster: Chain Gutbuster: Barrage Super Lifta Droppa Arm Deluxe Custom Kannon Gatling Cannon Mork Head Slasha Attack Gun Battle Cannon Head Scorcher Turret Ripper Fist Snapper Buzz Saw Arm Krusher Arm Boss Gargant Great Gargant Slasher Gargant Mekboy Gargant Kustom Force Field Force Shields Massive Bulk Fire Control

2034

# 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 5 5 4 1 2 2 1

Range L L L L L L L M M M M M S S S S S T T T T D D D D

Dam 2 3 4 4 5 4 4 4 5 3 4 3 3 3 4 3 3 -

Notes

(Mega Cannon)

+1 with Mekboy +1 with Slasha

(Steam Blast) Dam +2 Dam +1

Gork Head Short Range Medium Range Long Range Observation Tower

1 5 5 5 1

X R R R A

+2

Draw 3 cards

IMPERIAL TITAN CARD DECK LIST Card Name: Multi-Launcher Vulcan Megabolter Turbo-Laser Destructor Battle Cannon Plasma Blastgun Inferno Gun Multi-Lasers Shock Lance Powerfist Chainfist Void Shields Auto-Repairs Short Range Medium Range Long Range Warlord Titan Reaver Titan Warhound Titan Knight Paladin Knight Lancer Knight Warden Imperial Elite

# 2 1 2 1 3 2 1 1 3 2 3 2 5 5 5 2 5 5 1 1 1 2

Range L L L L M M M S S S D D R R R T T T T T T X

Dam 4 4 3 2 4 5 2 3 3 3 -

Notes Barrage

Knights Only

Damage +2 Damage +1

Draw 3 Cards

ELDAR TITAN CARD DECK LIST Card Name: Holo-Fields Auto-Repairs High Speed Distortion Cannon Tremor Cannon Wing Missile Launcher Pulsar Heat Lance Wing Laser Cannon Psychic Lance Powerfist Scatter Laser Short Range Medium Range Long Range Fire Gale Bright Stallion Towering Destroyer Warlock Titan Phantom Titan Revenant Scout Titan Mind Blast Eldritch Storm Doom Witch Sight

# 2 2 2 2 1 2 2 2 1 1 2 2 5 5 5 2 2 2 4 2 3 1 1 1 1

Range D D D L L L M M M S S S R R R T T T T T T M D A X

Dam 4 3 2 4 5 2 4 3 2 4 +2 -

Notes

Barrage

Psychic +1 Damage Warlock only Warlock only Draw 3 Cards

CHAOS TITAN CARD DECK LIST 2035

Card Name: Void Shields Regeneration Death Storm Doom Burner Havoc Missiles Hellstrike Cannon Head Cannon Stream of Corruption Titan Tail Hull Firethrowers Hell Blade Bloodletter Battlehead Doomfist Banelord Nemesis Deathbringer Goth Hun Lord of Battle Chaos Gift of Tzeentch Chaos Gift of Nurgle Chaos Gift of Slaanesh Chaos Gift of Khorne Demon Power Short Range Medium Range Long Range

2036

# 1 2 2 2 2 1 1 1 1 1 1 1 2 3 3 3 3 1 1 1 1 1 5 5 5

Range D D L L L M M M S S S S S T T T T T T X S D A A R R R

Dam 3 4 4 3 2 4 3 2 5 3 4 4 +3 +2 -

Notes Barrage Barrage Barrage

+2 Damage +1 Damage

Draw 3 Cards Short Range Attack

TLACHTLI INTRODUCTION Board & Card game for two players. Based on the Aztec sport of the same name.

VICTORY The first player to score 4 points is the winner. The other player’s team is sacrificed to the gods.

THE BOARD 13 x 7 grid. Columns are long. Rows are short. Spaces 4-10 of the first and last columns are walled out. Space 7 of the second column is one player’s basket. Space 7 of the sixth column is the other player’s basket.

PIECES Use a pawn to represent the Ball. There are also 2 pawns to represent 2 Blockers.

THE DECK The deck contains 2 of each card described in the card list.

SETUP The ball begins in a corner space of the board The blockers are placed one in front of each basket. Players start with a hand of 7 cards. The oldest player goes first. You may not score on the first turn of the game.

TURN SEQUENCE Players take turns. Each turn has 3 phases: 1. Action Phase 2. Move Phase 3. Draw Phase

ACTION PHASE Play zero, one, or more action cards. You may discard any cards from your hand you do not want.

MOVE PHASE 2037

Discard a move card to move a pawn. Pawns may move orthogonal or diagonal. Pawns may not move through other pawns. You may make as many moves as indicated by the action cards you played.

DRAW PHASE Draw cards from the deck to fill your hand to 7 cards. If the deck runs out, shuffle the discard and draw from it. Your hand is kept face up on the table for all to see.

SCORING If you move the ball into your opponent’s basket, you score one point. Your turn ends. Place the ball in a corner square.

CARD LIST Card Name Action 1 Action 2 Action 3 Action 4 Move 1 Move 2 Move 3 Move 4 Move 5 Move 6 Move 7 Move K

2038

Notes: You may play 1 move card this turn You may play 2 move cards this turn You may play 3 move cards this turn You may play 4 move cards this turn Move the ball or a blocker 1 space Move the ball or a blocker 2 spaces Move the ball or a blocker 3 spaces Move the ball or a blocker 4 spaces Move the ball or a blocker 5 spaces Move the ball or a blocker 6 spaces Move the ball or a blocker 7 spaces Move the ball or a blocker like a knight in chess

TLATELOLCO INTRODUCTION Tlatelolco was the great market for the Aztec Empire. The Aztecs had no coins; so all trade was by barter. Players are pochteca (merchants) trying to acquire certain goods.

VICTORY Be the first player to acquire one unit of each of your six target goods.

THE BOARD Use a chess board. Merchant stands are located on the black squares. There are no stands in the corner squares or the center four squares. The center four squares is the great temple.

PAWNS Each player has a pawn to represent their pochteca. There is also a thief pawn. Six sided dice are needed.

COUNTERS Counters represent goods available in the market. There are 2 sets of counters: The Sellers Set The Sellers Set contains one counter of each type described in the Goods counter list. The Buyers Set The Buyers Set contains two counters of each type described in the Goods counter list.

SETUP Each player places his pawn in a corner square. The thief pawn starts in a red space adjacent to the great temple. Each player draws one random counter from the Sellers set. The player writes down the name of the trade good and returns the counter to the set. A player starts with 20 units of that type of good. (This is that players export good) Players then, in turn, each draw 6 counters from the sellers set, write down the item names, and Return the counters to the set. (redraw if you drew your export good) These six goods are the player’s target goods. On each Merchant stand, place one random counter from the Sellers set. Players roll high to see who goes first. On each Merchant stand, place two random counters from the Buyers set.

PLAYER TURNS & MOVING Players take turns. On your turn roll one die. You may move your pawn that many number of spaces. Pawns cannot move into or through the Temple spaces or the thief pawn. Pawns may enter Black & Red spaces and spaces occupied by other players pawns.

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Pawns may move diagonally and orthogonally. If you enter a Merchant stand space your turn automatically ends. If you end your move on a red space, roll on the red space roll table.

TRADING When you land on a merchant stand you may trade with it. The merchant only has one good to trade away (the seller counter) and will Only trade for two types of goods (the 2 buyer counters). Goods are traded on an equal unit for unit basis. Write down what goods you have after trading. Stands never run out of their trade good, and their thirst for the other 2 goods never lessens.

THE THIEF If you ever roll a 1 when moving your pawn, roll a second time. This second roll is the Thief roll. Move the thief exactly that number of spaces (if at all possible) in a straight line (orthogonal or diagonal). The thief does not stop for anything but the temple. If the thief lands on an opponent’s pawn that player looses 1 unit of any one good (your choice).

PLAYER TRADES Players with pawns in the same space may trade freely.

GOODS COUNTER LIST Shells & Pearls Jade Pineapple Chocolate Turquoise Gold Silver Pottery Tobacco Bitumen Feathers Rubber Cotton Cloth Baskets Sandals Honey Turkeys Edible Dogs Spices Copper Skins Paper Jewelry Obsidian Corn Flour Red Dye Rabbits Sculptures

RED SPACE ROLL TABLE 2040

2D6 2 3 4 5 6 7 8 9 10 11 12

Gain one unit of a good from any adjacent merchant stand Roll 1D6 and move again Move opponent’s pawn to any corner square If adjacent to an opponents pawn do a forced trade Roll 1D6 and move the thief If adjacent to an opponents pawn do a forced trade Roll 1D6 and move again Move to any other Red Space Roll 1D6 and move the thief Move to a corner square and gain 1D6 units of your export good Gain one unit of a good from any adjacent merchant stand

FORCED TRADE Trade opponent one unit of any one of your goods (your choice) for any one unit of any one of his goods (your choice).

2041

TO BOLDLY GO INTRODUCTION Card Game for 2+ players. Star Trek theme.

DISCLAIMER Star Trek is a licensed, copyrighted, trademarked property. This is merely a fan site.

GAME ENDING The game ends when all Dilemmas have been solved.

VICTORY The player with the most Victory Points (from solved Dilemmas in his Captains Log) is the winner.

THE DECKS There are two decks, the Crew Deck, and the Dilemma Deck.

THE THREE ATTRIBUTES Cards will usually have scores in one or more of the following three attributes: Tactics, Science, and Negotiation. Tactics represents skills & situations involving combat, firepower, strength, strategy, mobility, security, and surprise. Science represents skills & situations involving logic, physics, engineering, medicine, chemistry and scientific methods. Negotiation represents skills & situations involving diplomacy, communication, charisma, empathy, and humanity.

CREW DECK CARDS Crew cards represent crew-members, actions, and equipment. They are used to solve dilemmas.

DILEMMA CARDS Each dilemma card represents one episode from the first season. Each card lists the levels in each of the three attributes needed to solve the dilemma. Each card has a VP value used to determine the winner at the end of the game.

SETUP 2042

Most knowledgeable Trekker goes first.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Exploration Phase Draw Phase Mission Phase

EXPLORATION PHASE Take the top card of the Dilemma Deck and put it face up in the center of the Table next to any already revealed Dilemma cards. If there are already 3 Dilemma cards face up in the middle of the table, skip this phase.

DRAW PHASE Draw 2 cards from the Crew Deck. Discard one of these two cards, and keep the other one in your hand. Maximum hand size is 9 cards. Discard excess cards. If the crew deck runs out, shuffle the discard and draw from it.

MISSION PHASE If you can and you want to, discard crew cards to solve a target dilemma card. The crew cards discarded must, combined, have attribute levels equal to or exceeding the levels of the dilemma. Place the solved dilemma into a separate pile next to you called your Captains Log. When solving a dilemma, you may play only one copy of a unique character. For example: you can play multiple red shits, but only one Captain Kirk. You can only play one copy of an equipment or action card. (one Tricorder, not two.) You cannot play just equipment cards, at least one crewmember is required. The Vulcan Mind Meld, Vulcan Nerve Pinch, and Vulcan Logic cards can only be played with Spock.

SPECIAL CARDS Discard a Discard a Discard a deck. Discard a Discard a put it in Discard a Discard a Discard a

Starbase card and your hand to skip Mission phase and draw 5 new cards. Shuttle card to draw 2 cards and put them in your hand. Scanner Reading card to draw a card and look at the next card in the Dilemma Replicator card to look at the next 7 cards in the Crew Deck. Beam me up card to take a crewmember card from the discard pile and your hand. Warp Speed card to draw a card and take another turn. Prime Directive card to shuffle the current Dilemmas into the Dilemma deck. Space Time Anomaly to make target opponent discard three random cards.

CARD NOMENCLATURE # T S N Y C E A

= = = = = = = =

Number of that card in the deck Tactics Science Negotiation Card Type Crew Equipment Action

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X = Special V = Victory Points

CREW DECK Card Name Captain Kirk Mr Spock Dr “Bones” McCoy Uhura Chekov Sulu Scotty Red Shirts Blue Shirts Yellow Shirts Tricorder Phaser Transporter Replicator Shuttle Scanner Reading Warp Speed The Starship Enterprise Commlink Explore New Worlds Phasers on Stun Vulcan Mind Meld Vulcan Nerve Pinch Vulcan Logic Highly Illogical Open Hailing Frequencies We Come in Peace Live Long & Prosper Starbase Beam me up The Prime Directive Love Interest Space Time Anomaly

# 6 6 5 3 3 3 3 5 3 4 4 2 2 2 2 2 2 2 1 1 2 1 1 1 1 1 1 3 2 3 5 3

T 3 2 1 1 1 1 1 1 5 1 1 1 -

S 3 2 1 1 1 1 1 1 1 -

N 3 1 2 2 1 1 1 1 1 1 1 1 1 -

Y C C C C C C C C C C E E E X X X X E A A A A A A A A A X X X C X

E

DILEMMA DECK CARD LIST Card Name: The Man Trap Charlie X Where No Man has gone Before The Naked Time The Enemy Within Mudds Women What are little girls made of? Miri Dagger of the Mind The Corbomite Maneuver The Menagerie The Conscience of the King Balance of Terror Shore Leave The Galileo Seven The Squire of Gothos Arena Tomorrow is Yesterday Court Martial Space Seed A Taste of Armageddon

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V 3 3 6 4 3 2 5 3 3 4 2 2 4 4 3 4 6 2 2 5 5

T-S-N 3-5-0 0-3-5 2-3-4 2-3-4 4-3-2 3-0-5 5-0-3 3-4-2 4-3-2 5-0-3 3-0-5 3-0-5 5-0-3 3-2-4 3-2-4 3-0-5 4-2-3 0-3-5 0-3-5 5-0-3 3-0-5

Notes: Shape changing Salt Vampire Immature Telekinetic Child Crewmember turned into a God Crews inhibitions are removed Kirk is split in two Conniving Space Pimp Android Duplicates Diseased 300-year old Children Mad Dr with Mind Control Device Trapped by Alien Ship Spock takes Pike to Talos IV Genocidal Mastermind in Disguise Cat & Mouse with Cloaked Romulan World were wishes come true Shuttle crash lands Impudent God child Angered First contact with the Gorn Time travel: Rescue 20th century pilot Kirk is falsely on Trial Botany Bay and Khan Noonian Singh War fought by Computers

This Side of Paradise The Devil in the Dark Errand of Mercy The Alternative Factor City on the Edge of Forever Operation Annihilate

4 3 6 7 6 5

3-2-4 2-4-3 3-0-5 5-3-0 3-0-5 2-4-3

Bliss Spores Horta defending its Eggs from miners Klingons conquer the Organians Lazarus & the Antimatter Universe The Necessary Death of Edith Keeler Ameoba Parasites causing Mass Insanity

LINKS Star Trek Episodes

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TOURNAMENT

INTRODUCTION Card game for 2 or more players. Simulates a Medieval Tournament complete with jousting, melees, etc.

VICTORY Win the most Victory Points by the end of the game.

GAME END When there are no cards left in the deck the game ends. All players must play any Contest cards remaining in their hands.

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These final Contests are scored in the regular manner.

THE DECK Players share a common deck. There are 3 types of cards: Chivalry, Contest, and Special cards. Chivalry cards are further divided into 4 types: Knight, Weapon, Horse, and Shield. Each Chivalry card has a Force value of 1 to 10.

CARDSET Most excellent cardset & Deck Randomizer by Sir Peter Cobcroft: Click Here

SETUP The most Chivalrous player goes first. Each player is dealt a hand of 7 cards.

TURN SEQUENCE Players take turns. Each turn has 4 phases: Draw Phase Play Phase Contest Phase Score Phase

DRAW PHASE Draw the top card of the deck or discard. If the deck runs out the game ends.

PLAY PHASE You may put a Knight Combo into play. A Knight Combo consists of 1 of each of the 4 types of Chivalry cards: The force values of these cards do not have to match. A Combo represents a Knight, his Weapon, his Horse, and his Shield You may play special cards in this Phase.

CONTEST PHASE You may skip this phase or play a Contest card. The player with the highest score in the indicated category wins the Contest. For Example: You play the Melee Contest. The player with the most Force points in Weapons wins. You have 3 combos with 3 weapons with a total Weapon point score of 15. Your 2 opponents have total scores of 11 and 6. You win. In case of a tie the current active player wins. Contests cannot be played until after every player has had their first turn.

SCORE PHASE 2047

The winner of a Contest played last phase earns Victory Points (VP). X = Number of players. The winner gets X VP. Second place gets X-1 VP. Third place gets X-2 VP and so on. Maximum hand size is 7 cards. Discard excess cards at the end of your turn.

CARD LIST NOTATION V K W H S C X

= = = = = = =

Chivalry card Knight Weapon Horse Shield (Family Crest) Contest Special

CARD LIST Card Name: Squire Young Knight Cavalier Crusader Templar Green Knight Red Knight Black Knight White Knight Famous Knight Dagger Flail Mace Morning Star Battle Ax Long Sword Broad Sword Bastard Sword Great Sword Lance Old Nag Light Horse Riding Horse Fine Stallion Heavy Horse Courser Charger Noble Steed Destrier War Horse Cock Boar Antelope Bear Basilisk Angel Unicorn Gryphon Lion Dragon Melee Joust Heraldry

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Type K K K K K K K K K K W W W W W W W W W W H H H H H H H H H H S S S S S S S S S S C C C

Force 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 -

Notes:

Highest Weapon Score Wins Highest Horse Score Wins Highest Shield Score Wins

Quest Challenge Royal Hunt Kings Favor Court Intrigue Romance Feast Nobility Valor

C C C C C C X X X

-

Highest Knight Score Wins Highest Scoring Combo Wins Most Combos Wins Most Chivalry Cards Wins Highest Score with all Cards Wins The most cards with the same Force Wins Draw 3 cards Draw 3 cards Draw 3 cards

LINKS Coat of Arms

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TRANSFORMERS SKIRMISH

INTRODUCTION Board & card game for 2 players. Takes place in the Transformers Universe. One player is the Autobots, the other is the Deceptacons. Each figure represents one Transformer Robot.

DISCLAIMER ‘Transformers’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY Destroy all opposing Transformers.

THE MAP Use an 8x8 chessboard.

THE MECHS Use chits or miniatures to represent Transformers.

AUTO BOTS UNIT TABLE 2050

Unit Name # Hits Optimus Prime 1 4 Red Alert 1 3 Hot Shot 1 3 Autobots 5 2 # = Number of that type of unit each player has in setup.

DECEPTACONS UNIT TABLE Unit Name Megatron Star Scream Demolisher Deceptacons

# 1 1 1 5

Hits 4 3 3 2

SETUP Each player places one unit on each square of his back row. Units may not stack.

MINICONS You may designate four of your mechs as having attached Minicons. A Transformer may only have one Minicon attached. Transformers with Minicons have +1 Hits and can use certain action cards.

GROUND & AIR There are 2 types of Transformers: ground and air. Designate 4 of your Transformers as being air types, and 4 as ground types. Air types convert into jets or helicopters. Ground types convert into tanks or trucks. Different types can use different action cards.

THE CARDS Players share a common Action deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: 1. Orders Phase 2. Move Phase 3. Fire Phase

ORDERS PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units.

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Units cannot move through other units except for Flying units. The move card has a number. This is the number of spaces the unit moves. The Unit tables list what type of Move cards each unit can use. Moves are diagonal or orthogonal. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card.

FIRE PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. This is the range of the attack. Attacks are diagonal or orthogonal. The enemy unit that is the target of the attack takes 1 point of damage. A unit reduced to zero hits is destroyed and is removed from the map. Units cannot attack through other units. A player may discard a Defense card to completely negate an attack.

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special Type = Purpose of card # = Number of that type of card in the deck

CARD LIST Card Name: Legs Tracks/Glide Wheels/Cruise Fly Supersonic Punch Kick Flip Hand Weapon Minicon Attack Lasers Energy Beams Plasma Bolts Autocannon Missiles Particle Accelerator Armor Shield Dodge Force Field Heavy Armor Evasion Tactics Repairs

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# 8 7 6 5 4 2 2 2 2 2 2 2 2 2 6 2 2 2 2 2 4 2 2 2

Range 1 2 3 4 5 1 1 1 1 2 2 2 2 2 3 3 -

Type M M M M M A A A A A A A A A A A D D D D D D X X

Notes

Air types only Air types only

Units with Minicons only

Ground types only Air types only Draw 2 cards Remove one point of Damage

TRAVELLER TRADERS By C Gerard Luft

A SOLO CARD AND DICE GAME OF TRADING IN THE IMPERIUM INTRODUCTION In this one player game you play the Captain and crew of the FREE TRADER BEOWULF. The Goal is to profit 73 Mega Credits (i.e., 73,000,000Credits), which is just enough to but a SUBSIDIZED LINER and become a Merchant Prince. But in the 1350th year of the GALACTIC EMPIRE, this great utopian civilization of Humanity is far from civilized. Trading in the Spinward Marches Sector, even close to its ducal capital REGINA, can still be dangerous.

SET UP You will need to make three decks of cards: TRADER DECK (which you start with all five cards of), ENCOUNTER DECK, MERCHANDISE DECK, and STARSHIP DECK. You will also need some six sided dice (d6). You begin with all the cards from the TRADER DECK: FREE TRADER BEOWULF, CAPTAIN, FIRST OFFICER, SECOND OFFICER, and THIRD OFFICER. Players begin with 1,000,000Cr at the start of the game to purchase their first cargo.

TRADER CARD LIST CARD NAME Captain 1st Officer 2nd Officer 3rd Officer Free Trader Beowulf

POWER 3 2 1 0 2

BUY AND SELL! ROUND PURCHASE PROSPECTING TURN You must first find merchandise to buy, so you can sell it at the next planet for profit (The game begins on the PLANET REGINA). You obtain merchandise from a PATRON. Draw cards from the ENCOUNTER DECK until you draw a PATRON CARD.

FIRST COMBAT TURN All the cards you drew before reaching the PATRON you must battle (Space Ports can be a dangerous place). Your Captain and Crew may battle one card at a time, unless more than one of like cards are drawn. In that case they battle together. If the ENCOUNTER DECK runs out, reshuffle its Discard Pile.

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" ENCOUNTERS ATTACK FIRST: The each opponent chooses a target. They select targets in the following pattern: CAPTAIN, 1ST OFFICER, 2ND OFFICER and 3RD

OFFICER. " Each OPPONENT rolls 4d6 and adds its POWER to the roll. The CAPTAIN OR CREW who is targeted rolls 4d6 and adds their power to the total. If the ATTACKER'S score is greater than the DEFENDER'S score, then the defender is defeated (and dying; blasters (Fusion Pulse Guns) cause a lot of damage). If the 3RD OFFICER is present and active at that point of the battle, he can stabilize that officer's wounds, and prevent him from being defeated (dying; though he is inactive for 1 week, which is explained below). " The surviving CAPTAIN and CREW may now be the attackers. Each Crew surviving and present targets one opponent (They may choose to attack the same opponent as well). The ATTACKERS roll 4d6 and add their POWER to the roll. The DEFENDERS roll 4d6 and add their POWER to the roll. If the ATTACKER'S modified rolls are greater that the DEFENDER'S modified rolls, that the target hit is defeated. " If opponents remain, then the COMBAT TURN is repeated until all the opponents in that battle are defeated, or the CAPTAIN and CREW are defeated (at which time the game is over). " DEFEATED CHARACTERS: OPPONENTS are discarded and defeated CAPTAIN or OFFICER is removed from the game. If both the CAPTAIN and 1ST OFFICER are removed, then the game is over. " INACTIVE CHARACTERS: Characters who were defeated but saved by the 3rd Officer are inactive. The other Officers may still deal with the PATRON. If the CAPTAIN and his 1ST OFFICER are both inactive then there is no one to pilot the FREE TRADER. The surviving Officers are effectively grounded. " HEALING: An Inactive Character becomes active again when they reach planet fall on the next planet. If the FREE TRADER is grounded, then the CAPTAIN and 1ST OFFICER are active again after the player draws 7 more ENCOUNTER CARDS (repeating the COMBAT TURN if necessary).

ENCOUNTER CARD LIST CARD NAME Patron Bounty Hunter Space Pirate Vagyr Space Pirate Imperial Army Soldier Mercenary Imperial Marine Zodani Invader

# IN DECK 4 4 4 4 2 2 1 1

POWER

1 2 2 3 3 4 4

PURCHASE TURN After all the OPPONENTS are defeated, the surviving and present officers may conduct the deal with the PATRON. Draw a card from the MERCHANDISE DECK. This is the merchandise available. Using the two tables below, roll a 4d6. Subtract from the roll the POWER of the highest officer present. Multiply this by the BASE PRICE OF THE MERCHANDISE. This is the price the PATRON requires for the merchandise. If you do not have enough Credits for the merchandise, or the price is too much to pay, then draw cards from the encounter deck to find a new PATRON and battle any OPPONENTS drawn.

MERCHANDISE CARD LIST 2054

MERCHANDISE CARD BASE PRICE Tools 9,072,000Cr Luxury Items 4,800,000Cr Vehicles 2,800,000Cr Machinery 907,200Cr Clothing 546,000Cr Robotics 108,000Cr Consumables 70,560Cr Synthetic Foods 70,560Cr Weapons 403,200Cr Spare Parts 546,000Cr. Metal Part 1,092,000Cr Electronics 2,016,000Cr Synthetic Materials 2,856,000Cr Gravitic Equipment 3,528,000Cr Pharmaccuticals 8,440,000Cr Protective Equipment 13,440,000Cr

ACTUAL PRICE 4D6 4 5 6 7 8 9 10 11 12-16 17 18 19 20 21 22 23 24

PRICE 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180

SPACE TURN The Beowulf has a HYPERSPACE JUMP FACTOR of 1, so its path through the subsector is limited. Below is a text flow chart of the Hyperspace Jump course of your Ship. REGINA -> HELFRY -> FORBOLDN -> KNORBES -> WHANGO -> UAKE -> EFATE ->ALELL -> WHANGO -> KNORBES -> FORBOLDN -> HELFRY -> REGINA It is easy cruising at sublight maneuver speed out of a system you have been at a week, and making the Hyperspace Jump to your next destination. The tricky part is exiting Hyperspace into the next system's space. Bounty hunters, mercenaries and space pirates could be waiting for you (and they probably will). So when coming out of Hyperspace into the next system, you must draw one card from the STARSHIP DECK and battle it. " You have a "souped up" Free Trader and a 1st Officer with a keen eye, so you get to attack first in space. Roll 4d6 and add the Beowulf's POWER to the roll. Then roll for the opponent's ship and add their POWER to the roll. If your modified roll is higher than their modified roll, you cause one hit to their ship. " Now the step above is repeated with the opponent's ship as the attacker and the Beowulf as the defender. " DAMAGE: On the first hit received the ship is sided (rotated 90 degrees) and receives a -1 to POWER.. On the second hit received the ship is inversed and receives -2 to its POWER. On the third hit received it is dead in space

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and defeated. If the Beowulf is defeated, then the game is over. " REPAIRS: OPPONENT ships repair 1 hit if they do not receive any damage for three consecutive turns. If the 2ND OFFICER is active and present, the Beowulf repairs 1 hit if it does not receive any damage for two consecutive turns (because your 2nd Officer is a top class engineer)! If the 2nd Officer is inactive or defeated, the Beowulf has no one to repair her.

STARSHIP DECK CARD NAME FIGHTER (IMPERIAL NAVY) SCOUTSHIP (BOUNTY HUNTER) FREE TRADER (SPACE PIRATES) SUBSIDIZED MERCHANT (PIRATES) PATROL CRUISER (IMPERIAL NAVY) PATROL CRUISER (VAGYR SPACE PIRATES) PATROL CRUISER (ZODANI INVADERS) MERCENARY CRUISER

# IN DECK 4 4 4 4 1 1 1 1

POWER 0 1 2

0

3

3 3 4

SALE PROPECTING TURN The PURCHASE PROSPECT TURN is repeated, except now you are looking for a PATRON to buy the merchandise off of you.

SECOND COMBAT TURN This is the same as the FIRST COMBAT TURN except you are now on another planet.

SALE TURN This is the same as the PURCHASE TURN except when you roll the 4d6 to figure the actual price the PATRON will BUY this merchandise from you you ADD the POWER of the highest ranking officer present (the higher the more the profit).

ALL SUCCEEDING BUY AND SELL! ROUNDS After selling your merchandise it is time to repeat the turns sequence starting on this next planet (HELFRY if this is your SECOND ROUND).

WINNING You win when you accumulate 73MCr. your Merchantile Principality. FOR FREE TRAVELLER THOTH FILESHere

Then its time to get a big ship and build

TRAVELLER MERCHANT PRINCE AN EXPANSION TO TRAVELLER TRADERS INTRODUCTION You've got a SUBSIDIZED LINER and you are now a MASTER TRADER. build your MERCHANTILE PRINCIPALITY.

2056

It's time to

CARD DECKS You have a SUBSIDIZED MERCHANT (with a POWER of 3 instead of 2) . And you will not need a MERCHANDISE DECK (people are coming to you now to cart around their cargo). And you will not need the ENCOUNTER DECK (no need to leave the comfort of your new Captain's Cabin between HYPERSPACE JUMPS).

ROUND SEQUENCE HYPERSPACE JUMP TURN Each Round you receive 873,000 Cr for middle passage and low passage accomidations and 200 tons of cargo transport to the next planet. Leaving the star system you are at at sublight speed and making the Jump to Hyperspace is uneventful. But when coming out of Hyperspace into the destination system's space, you must draw 1 card from the STARSHIP CARD DECK (no changes to this deck)

SPACE COMBAT TURN This is done exactly as it is in TRAVELLER TRADERS. This Simplified round is repeated for each Jump to a new system. If you want to expand beyond the course plotted above (which is limited to the Regine Subsector) you can adapt other maps of the SPINWARD MARCHES for your course. Because you still have a HYPERSPACE JUMP FACTOR of only 1, and because Subsidized Liners gain more profit with parsec to parsec transport, the coure you set should be between star systems one parsec from each other. Try it! It's a beautiful senic route around this corner of the Imperium.

WINNING You win when you have accumulated another 73 MCr (time to build a merchant fleet).

2057

TREASURE HUNTER ALTERNATE RULES INTRODUCTION Board & Movement elements added. 2-4 players.

OBJECT After All treasures have been claimed, the player with the most Treasure points wins the game.

THE DECKS The cards will be divided into 4 decks: Location Deck: Location Cards Treasure Deck: Magic Items & Treasure cards. Guardian Deck: Guardian cards. Adventure Deck: Heroes, Spell, And Event cards.

BOARD & BOARD SETUP Use a 5 X 5 grid as the board. Each space must be large enough to hold a stack of cards. The 4 corner spaces are empty. These are home spaces. Each player controls 1 home space. Into the remaining 21 spaces: Place 1 random Location card face up. Place 1 random Guardian card face down. Place 1 random Treasure/Magic Item card face down.

PAWNS The Adventuring parties are represented by pawns. Each player has 1 pawn. An Adventuring party may contain up to 4 Heroes.

SETUP Roll high on 1D6 to determine turn order. Each players pawn starts in its owners home (corner) space.

TURN SEQUENCE Players take turns. The player whose turn it is, is the active player. Each turn has 6 phases: 1 Draw phase 2 Recruit phase 3 Movement phase 4 Adventure phase 5 Recovery phase 6 Discard phase

2058

DRAW PHASE Active Player draws 1 card from the Adventure Deck. If the deck runs out shuffle the discard and draw from it.

RECRUIT PHASE If a player's pawn is in his home space, that player may play any Heroes in his hand to his 'Adventuring Party'. The party may contain up to 4 Heroes. Heroes in the party are placed face up on the table. They are in play. Spell cards may be attached face down to mages, priests and heroes with spell levels. A Hero can attach a number of spell cards equal to his spell level. Spell cards may be attached regardless of pawn location. Heroes may exchange magic items but not spells.

TREASURES & MAGIC ITEMS Each player has a treasure pile. Treasures go to treasure piles as soon as they are found. Magic items are attached to Heroes as soon as they are found. Heroes can receive the benefit of only one weapon at a time.

MOVEMENT PHASE Move your Pawn (Adventuring Party) 1D6 spaces. Moves must be orthogonal. Alternatively you can automatically move your party back to your home space. If you enter a space that contains a guardian or an opposing pawn, you must stop. You cannot move your pawn into an opponent's home space. If all Heroes in a party are killed, the pawn is moved back to its home space.

ADVENTURE PHASE This occurs if a party is in the same space as a guardian, or enemy party. Flip the Guardian Face up. Determine the Guardian value. The guardian value is equal to: The Guardians CBT (Combat) score + Location bonuses + 2D6. Any opponent may play appropriate event cards to increase the Guardian value. If the Guardian is a mage or priest any opponent may play a spell card from his hand. Compare the guardian value to the party value. The party value is equal to: The CBT (Combat) score of all Heroes + special bonuses + 2D6. The active player may play appropriate event cards to increase the Party value. Spell casting heroes may each play one of their attached spells. Events & Spells are discarded as soon as they are used unless otherwise specified. Some spells and events cause the party to retreat. A retreating party immediately goes back to its home space. If the Guardian value is greater than the Party value, the party is defeated. A Defeated party receives 1D6 hits distributed by the active player. A defeated party immediately retreats to its home space. Any Hero reduced to 0 Hits is killed (discarded). Heroes cannot be given more hits than will reduce them to 0 unless the hero has Martyr ability. If the Guardian value is equal or less than the Party value, the party keeps the Treasure and the party receives only (1D6 - 3) hits. The active player gets to put the Treasure in his treasure pile. If the treasure is a magic item, it may be attached to a hero present that can use it. Excess magic items may be carried. If the guardian is defeated, discard the Guardian card. Magic items may be recovered from dead heroes by surviving party members only if the

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party won the adventure. If two parties occupy the same space they will fight, each determining its Party Value by the process described above. The victorious party suffers (1D6-3) hits. The defeated party suffers 1D6 hits and must retreat to its home space. If the defeated party is wiped out, the winners may recover their Magic Items. Non-home spaces that do not have Guardians are considered to be empty.

RECOVERY PHASE All Heroes in the active players party heal one Hit point of Damage. Heroes heal two hit points of Damage if they are in their Home Space.

DISCARD PHASE The player may move cards from his party into his hand. A player must discard down to 7 cards in his hand.

CARD CHANGES Do not use the "Party Encounter, Double Trouble, Second Guardian, or Monty Haul cards. Pandoras Box- Discard to place 1D6 unused Guardians from Guardian deck onto target empty spaces. Maximum 1 guardian per space. Happy Hunting- Take an extra Move and Adventure phase. Lost- Your opponent may not move or adventure this turn. Play in his move phase. Return to Treasure Hunters Zaks Treasure Hunter Dungeon Rules

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TREASURE HUNTER DUNGEON RULES by Gottardo Zancani [email protected]

MAPPING Add 8 "Road cards" to the Location card deck. The group starts on a central location and they draw new location cards to be put adjacent to the current location. If the first card is a Road you can draw another card; similarly if you the first area you enter is a Road you can move to a second location. There is only a layout special rule: you cannot position 4 cards so that they create a 2x2 rectangle. When you are on a Location (not Road) you can decide to explore it (usual guardian/treasure procedure). An Explored Location is turned face down and cannot be Explored again TH Expansion I: Dungeon To add more "depth" to the game i've also imagined that on certains Locations (Dungeons of course) you can start a side Exploration using a separate mini-deck, the Dungeon Deck. The basic premise of the Dungeon is the following: Guardians are tougher but for each one you get 2 treasures. A Dungeon mini-deck is composed of the following cards:

CONNECTIONS Corridor(7x) Empty Exit(2x) Empty ROOMS (every room has a basic CBT modifier for ALL guardians) Torture Room All guardians CBT+2; Underground Treasure Room All guardians CBT+2; 5 Treasures; draw 2 Guardians Library All guardians CBT+2 Empty Room (3x) All guardians CBT+1 Dormitory All guardians CBT+2 Cell(3x) All guardians CBT+2; Humanoid CBT +3 Cavern (2x) Underground; All guardians CBT+4 Trap Room (3x) 1d6-1 Hits - avoid on 8+ on 2D6 (+2 if a Thief is on the party) Crypt All guardians CBT+2 ; Undead CBT +3 Weapon Room All guardians CBT+2; Weapon CBT +3 Temple All guardians CBT+2; Spirits and Demon CBT+3

EVENTS Dead party (2x) Collect 1 Treasure Ceiling Collapse(2x) 1d6-3 hits You can leave the Dungeon if you're on a Exit card (not mandatory) if the mini-deck is exausted (mandatory). When a party leave the Dungeon the mini-deck is reshuffled. Return to Treasure Hunter Return toTreasure Hunter Map Rules

or

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TREASURE HUNTER INTRODUCTION Card game. Adventuring parties compete to claim the most treasure.

OBJECT After going through the deck once, the player with the most treasure points wins the game.

THE CARDS Players will have to make the cards, about 140+ in all. The card title is required but text is optional. Players can always refer to the rules for the card text. Illustrations are highly recommended. Players will also need two six sided dice (2D6).

SETUP Shuffle the deck. Each player draws 7 cards. Roll high on 1D6 to determine turn order.

TURN SEQUENCE Players take turns. The player whose turn it is, is the active player. Each turn has 5 phases: 1 Draw phase 2 Recruit phase 3 Adventure phase 4 Recovery phase 5 Discard phase

DRAW PHASE Active Player draws 3 cards.

RECRUIT PHASE The player may play any Heroes in his hand to his 'Adventuring Party'. The party may contain up to 4 Heroes. Heroes in the party are placed face up on the table. They are in play. Magic items may be attached to heroes that can use them. Heroes can receive the benefit of only one weapon at a time. Excess magic items may be carried. Heroes may exchange magic items but not spells. Spell cards may be attached face down to mages, priests and heroes with spell levels. A Hero can attach a number of spell cards equal to his spell level. Each player also has a treasure pile separate from the party.

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ADVENTURE PHASE The active player may pass or declare that he is going adventuring. To conduct an adventure a player must have a party with at least one hero. All Heroes in the party must go. The active player plays a Location card face up and 1 Treasure card face down under it. Any opposing player may play one guardian card, face up, on top of the location card. If an opponent does not play a guardian, the active player gets to put the Treasure in his treasure pile. If a guardian is played determine the Guardian value. The guardian value is equal to: The Guardians CBT (Combat) score + Location bonuses + 2D6. Any opponent may play appropriate event cards to increase the Guardian value. If the Guardian is a mage or priest any opponent may discard a spell card from his hand to give the Guardian +1D6 CBT. Compare the guardian value to the party value. The party value is equal to: The CBT (Combat) score of all Heroes + special bonuses + 2D6. The active player may play appropriate event cards to increase the Party value. Spell casting heroes may each play one of their attached spells. Events & Spells are discarded as soon as they are used unless otherwise specified. Some spells and events cause the party to retreat. A retreating party suffers no damage, but the treasure is discarded. If the Guardian value is greater than the Party value, the treasure is discarded and the party receives 1D6 hits distributed by the active player. Any Hero reduced to 0 (or less) Hits is killed (discarded). A Hero cannot be given more hits than will reduce him to 0 unless the hero has Martyr ability. If the Guardian value is equal or less than the Party value, the party keeps the treasure and the party receives only (1D6 - 3) hits. After resolution of the adventure discard the Location and guardian cards. Magic items may be recovered from dead heroes by surviving party members only if the party won the adventure.

RECOVERY PHASE All Heroes in active players party heal one Hit point of Damage.

DISCARD PHASE From the Party, the player may discard heroes, magic items, and spells. A player must discard down to 7 cards in his hand.

HERO CARDS TYPE 1 Warrior 2 Wizard 3 Wood Elf 4 Dwarf 5 Cleric 6 Enchantress 7 Ranger 8 Barbarian 9 Beastmaster 10 Druid 11 Thief 12 Bard 13 Paladin 14 Knight

HITS CBT SPELLS SPECIAL 3 4 0 Fighter 1 1 4 Mage 2 3 1 Scout & Archer; Infravision 3 2 0 Fighter; Infravision, +2 vs Giants, +1 in Underground, Martyr 2 2 2 Priest; +2 vs Undead; May use armor & blunt weapons 1 1 3 Mage, +4 vs Fey 3 3 0 Scout, Fighter & Archer, +1 vs Humanoids 4 5 0 Fighter & Scout; +2 vs Spellcasters, May not use Magic Items or Spells 3 3 1 Fighter; +4 vs Animals, Scout, Cannot use armor 2 2 2 Priest; +3 vs Animals & Plants & Fey, Scout 2 2 0 Thief & Archer; +4 vs Traps 1 1 1 Thief; Fellow adventurers CBT +1 each 3 3 1 Fighter & Priest; +2 vs Undead, Martyr 3 3 0 Fighter; +4 vs Dragons, +2 vs Monsters

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15 Halfling 16 Priestess

1 2 0 Thief; +4 vs Traps, +2 vs Giants, +1 vs Humanoids 1 1 3 Priest; +2 vs Undead, Other heroes in party may be Martyrs 17 High Elf 2 2 2 Fighter & Mage; Infravision CBT = Combat Value; Spells = Spell level; Hits = Hit Points

SCOUTS Scouts are +1 CBT in Wilderness locations

LOCATION CARDS TYPE 1 Dungeon 2 Fairy Circle Ring 3 Giants Playground 4 Ruins 5 Temple 6 Maze 7 Caves 8 Caverns 9 Mine 10 Graveyard 11 Forest 12 Swamp 13 Crypt 14 Catacombs 15 Tower 16 Desert 17 Castle 18 Volcano 19 Ice Formation 20 Shipwreck

NOTES Underground; Trap Guardians +3 Fey Guardians +3 Giant Guardians +3 Monster Guardians +2 Demon Guardians +4 Singular Guardians +2 Underground; Humanoid Guardians +2 Underground; Dragon Guardian +3 Underground; Place 2 treasures Undead Guardians +2 Wilderness; Animal & Plant Guardians +2 Wilderness; Swarm & Plant Guardians +2 Undead Guardians +2 Underground; Undead Guardians +3 Spellcasting Guardians +3 Wilderness; Desert Guardians +3 Weapon Guardians +1 Fire Guardians +2 Cold Guardians +2 Water Guardians +2

SPELL CARDS TYPE 1 Darkness 2 Scry Play in recruit phase 3 Invisibility 4 Fireball 5 Freeze 6 Heal 7 Cure 8 Ressurection Cast in Recovery phase 9 Lightning Bolt 10 Blessings 11 Control Animals 12 Polymorph 13 Haste 14 Detection 15 Sleep 16 Deflect Missiles 17 Charm 18 Fear 19 Illusion 20 Divination them back in same order

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NOTES Retreat Look at opponents hand & discard one of his cards; Discard Guardian and claim treasure CBT +4; +4 vs Cold & Plants, Fire guardians immune CBT +3; +4 vs Fire, Cold guardians immune Heal 1D6 Hits in Recovery Phase Negates effects of Poison & disease Bring back Hero that died this turn with 1 Hit; CBT +5; +3 vs Singular Guardian All your heroes CBT+2 CBT +10 vs Animals CBT +10 vs Singular Guardian Target Hero CBT X 2; Hero suffers 1 Hit CBT +8 vs Traps & Surprise Guardians CBT +6 vs nonswarm Humanoids and animals CBT +6 vs Archers and Ranged Attackers CBT +8 vs Monsters CBT +6 vs Humans & Humanoids CBT +1D6 vs intelligent guardians Look at top 15 cards in deck in recovery phase, place

MAGIC ITEM CARDS 1 2 3 4 5 6 7 8 9

Spell Book Mage: Spells +1 Skeletal Lockpicks Thief: +3 vs Traps Boots of Speed Hero: CBT +2; Thief or Scout: CBT +1 Arrows of Slaying Archer: CBT +3; Three uses Magic Bow Archer: CBT +2 Enchanted Armor Fighter: Hits +1 War Hammer Fighter: CBT +1; +3 vs Giants; Dwarf: CBT +4 Disrupting Mace Fighter: CBT+1; +2 vs Undead & Demons; Cleric: CBT+3 Flame Sword Fighter: CBT +1; +4 vs Cold, +2 vs Plants; Negates regeneration bonus 10 Frost Sword Fighter: CBT +1; +3 vs Fire, Negates Fire spells vs party 11 Eldritch Sword Fighter: CBT +1; Spells = 1; +2 vs Spirits 12 Snake Staff Priest: CBT +2 13 Battle Axe Fighter: CBT +1; +4 vs Humanoids 14 Gauntlets of Might Hero: CBT +1, Hero becomes a fighter 15 Mithril Armor Fighter: Hits +2 16 Spell Shield Fighter: CBT +1; Immune to guardian spells 17 Potion of Healing Heal 1D6 Hits to party in Recovery Phase; One use 18 Staff of Striking Priest: CBT +4; Five uses 19 Potion of Giant Strength Hero: CBT +7, One Use 20 Holy Water Priest: vs Undead +9; One use 21 Bearskin Scout: CBT +2 22 Assassins Dagger Hero: CBT +1, Thief: CBT +1 Bonuses are cummulative. For instance a fighter wearing boots of speed would be +2, a thief would be +3

GUARDIAN CARDS TYPE CBT NOTES 1 Skeletons 8 Undead, Regenerate, weapons 2 Kobolds 8 Humanoid, Ambush, weapons 3 Pixies 16 Fey, If they win no damage but discard 1D6 equipment, Flying, Invisible 4 Goblins 10 Humanoid, Archers, weapons 5 Giant Rats 8 Animal, Disease, Swarm 6 Giant Scorpion 8 Poison, Monster, Singular, Desert 7 Dragon 18 Breath Weapon, Fire, Flying, Singular 8 Arrow Trap 12 Poison, Archer 9 Pit Trap 8 If party loses, they cannot adventure next turn 10 Poison Gas Trap 10 Poison 11 Party Encounter X This players party becomes the Guardian. The winning party gets the treasure. 12 Ents 14 Fey, Plant 13 Wraith 14 Undead, Spirit, Singular, Cold 14 Nymphs 6 Fey, Water, Female, vs Human Male Heroes CBT +8 15 Insect Swarm 10 Swarm, Poison, Flying, Regenerate 16 Orcs 12 Humanoid, weapons, Archers 17 Ogres 14 Giant, Humanoid, weapons 18 Drow 14 Humanoid, Mages, Archers, weapons 19 Troglodytes 10 Humanoid, Monsters, Surprise, Water, weapons 20 Green Slime 10 Monster, Acid, Regenerates 21 Zombies 10 Undead, Regenerate, Disease 22 Medusa 16 Monster, Petrification Gaze Attack, Female, Singular 23 Minotaur 12 Humanoid, Singular, +2 at Maze Location 24 Doppleganger 16 Surprise, Humanoid, Singular 25 Frost Giant 16 Giant, Cold, Singular, weapons, Throw Boulders 26 Fire Giant 16 Giant, Archer, Fire, Singular, weapons 27 Hell Hounds 12 Monsters, Animals, Demons, Fire, Breath weapon 28 Gargoyles 14 Monsters, Flying, Stone 29 Sorcerer 10 Mage, Singular 30 Chaos Knight 12 Fighter, Singular, Demon, weapons

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31 Djinn 14 Flying, Spirit, Mage, Desert Regenerating guardians must be defeated twice in a row.

POISON & DISEASE Any hero receiving damage from a poison guardian is automatically killed. Heroes that received damage from a disease guardian are CBT-2 until they are completely healed.

TREASURE CARDS The treasure must be in the players treasure pile to have effect TYPE NOTES 1 Gold & Silver coins Worth 2 Treasures 2 Golden Goose Draw +1 card per turn 3 Dragons Hoard Worth 3 Treasures 4 Cornucopia Draw +1 card per turn 5 Philosophers Stone Hand size +1 6 Living Harp All your Heroes CBT +1 7 Pandoras Box May be opened once per game to shuffle discard pile into deck 8 Flawless Gems Worth 2 Treasures 9 Holy Icon All your priests +1 Spell 10 Kings Crown Party may have 5 Heroes 11 Ancient Tome All your mages +1 Spell 12 Unicorn Horn Hand size +1 13 Magic Tapestry Look at opponents hand during your recruit phase 14 Rescue Princess All your Heroes CBT +1 15 Enchanted Goblet One Hero in recovery phase may drink from it to be fully healed

EVENT CARDS TYPE NOTES 1 Theft If your party contains a thief, steal one of opponents treasures. Put it in your pile. Play in your recruit phase. 2 Pilfer If your party contains a thief, steal one of opponents magic items. Play in your recruit phase. 3 Ambush Guardian +4 CBT. 4 Fight another Day Your Party retreats. 5 Happy Hunting Take an extra Adventure phase this turn. Play after first adventure phase. 6 Lost Your opponent may not adventure this turn. Play in his recruit phase. 7 Spy If your party contains a thief or scout, Look at opponents hand & discard one of his cards; Play in recruit phase. 8 Tavern rest at Inn; All your heroes heal an extra hit. Play in recovery phase. 9 Smite Fighter +6 CBT vs singular guardian. 10 Double Trouble Play two guardians at location. They add their values together. 11 Second Guardian Play a second one that must be defeated to claim the treasure. 12 Disaster If the party has lost they receive an additional 1D6 damage. 13 Encounter Play a nontrap guardian against a party that has declared they are not adventuring. There is no location or treasure involved. 14 Trading post Discard your hand & draw 5 new cards in recruit phase. 15 Tracker If your party contains a scout, draw 10 cards, keep one,and shuffle the rest back into the deck, during recruit phase. 16 Martyr One of your heroes may martyr. 17 Ruined Destroy one target magic item. 18 Monty Haul Two treasures are placed at location. They are claimed together 19 Rise again Guardian regenerates.

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MULTIPLAYER RULES All rules the same, however, players must determine who the "Opposing player" is during the action phase. For maximum interaction, each other player going clockwise may pass or oppose. Only one opposer allowed.

SOLITAIRE RULES Setup: Take event cards out of the deck. Draw a full hand. Discard location, treasure, and guardian cards. Play all Hero cards. Do not attach magic items. Redraw and discard until you have 4 heroes out and a full hand. Play: Draw one card at a time If it is a Location card, this becomes your new location. Discard the old one. If it is a Hero, Spell or Magic item, you may put it in your hand. If it is a Treasure, you may put it directly into your treasure pile. If it is a Guardian, your party must immediately confront it. You loose if at any time you have no heroes in play. You win if you are able to get all the way through the deck. Rule modifications: Ignore any card instructions that allow you to draw more than one card per turn. Ignore any card instructions that allow you to meddle with an opponents hand or cards.

TREASURE HUNTER ALTERNATE RULES Map & Movement options. Click here

CARD SET Italian Cardset by Zak

2067

TRON THE CARD GAME INTRODUCTION Card game for 2 players. The action takes place in the world of Virtual World of Tron.

DISCLAIMER Tron is a licensed, copyrighted, trademarked property. This is merely a fan site.

THE DECKS There are 2 separate, unique decks: One for the Tron player, and one for the MCP (Master Control Program).

THE TRON DECK The Tron deck has 6 types of cards: Programs (Characters) Skill (Needed to defeat Games and Security) Escape (Needed to go Rogue) Activation (Needed to become Activated) Transport (Needed to reach the Mesa) Sub-Routines (Special Effects)

THE MCP DECK The MCP deck has 4 types of cards: Control (Needed to Win) Games (Used to Destroy Programs on the Game Grid) Security (Used to Destroy Programs off the Game Grid) Sub-Routines (Special Effects)

MCP OBJECTIVES The MCP wins when all 10 Control cards have been downloaded (put into play).

TRON OBJECTIVES Tron wins by Derezzing (Deresolution = Destroy) the MCP in Program Delete Phase.

SETUP Both players start with a hand of 6 cards. The Tron player may call a Mulligan and redraw if he has no Program cards.

PROGRAM STATUS Important concept to game play. The Tron player controls Programs (characters) such as Tron, Flynn, Ram, etc.

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Depending on their location and experiences the ‘status’ of the programs will change. Use dice, coins or markers to represent status changes. The normal progression of Status is as follows: Game Grid à Rogue à Activated à Mesa Certain phases of the turn sequence only apply to programs with the indicated status.

TURN SEQUENCE There are 8 phases in each turn: Data Input Phase Program Execute Phase Game Grid Phase System Escape Phase User Interface Phase File Transfer Phase Program Delete Phase Sub-Routine Phase

DATA INPUT PHASE Each player draws 2 cards. If a deck runs out, shuffle the discard and draw from it. Max hand size is 8 cards. Discard excess cards.

PROGRAM EXECUTE PHASE The MCP may download (put into play) one Control card. The Tron player may download one Program (Character). Program and Control cards remain in play face-up on the table. (Note: all other types of cards are discarded when played) Programs start in Game Grid Status. Exceptions: In order to download Flynn (a User) the Tron player must also play (discard) a ‘Matter Transform Sequence’ card. Clu when downloaded starts in Rogue Status. Yori may be downloaded in Rogue status if Tron is currently in Rogue status. Uniqueness Rule: You may only have one Program of one type in Play at a time. (You can’t have 2 copies of Tron out at once)

GAME GRID PHASE Skip this phase if there are no programs with Game Grid Status in play. The MCP may play a Game card. The Game card has a Power Level (number). The Tron player may counter the Game card by playing Skill cards with total Power Level that is equal to or higher than the power level of the game card. If the Tron player does not counter the Game card, then one program with Game grid status is derezzed (discarded).

SYSTEM ESCAPE PHASE Skip this phase if there are no programs with Game Grid Status in play. The Tron player may play one ‘Escape’ type card. This changes the status of all Game Grid programs to Rogue status. The MCP may play a Security card. The Security card has a Power Level (number). The Tron player may counter the Security card by playing Skill cards with total Power Level that is equal to or higher than the power level of the Security card. If the Tron player does not counter the Security card, then one program with Rogue status is derezzed (discarded).

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USER INTERFACE PHASE Skip this phase if there are no programs with Rogue Status in play. The Tron player may play one ‘Activation’ type card. This changes the status of all Rogue programs to Activated status. The MCP may play a Security card. The Security card has a Power Level (number). The Tron player may counter the Security card by playing Skill cards with total Power Level that is equal to or higher than the power level of the Security card. If the Tron player does not counter the Security card, then one program with Activated status is derezzed (discarded).

FILE TRANSFER PHASE Skip this phase if there are no programs with Activated Status in play. The Tron player may play one ‘Transport’ type card. This changes the status of all Activated programs to Mesa status. The MCP may play a Security card. The Security card has a Power Level (number). The Tron player may counter the Security card by playing Skill cards with total Power Level that is equal to or higher than the power level of the Security card. If the Tron player does not counter the Security card, then one program with Mesa status is derezzed (discarded).

PROGRAM DELETE PHASE Skip this phase if there are no programs with Mesa Status in play. The MCP may play a Security card. The Security card has a Power Level (number). The Tron player may counter the Security card by playing Skill cards with total Power Level that is equal to or higher than the power level of the Security card. If the Tron player does not counter the Security card, then one program with Mesa status is derezzed (discarded). Only if the Tron player has defeated the Security card, he may now discard one last Skill card. This erases the MCP and Tron wins.

SUB-ROUTINE PHASE Play Sub-routine cards in this phase unless otherwise instructed by the card.

TRON DECK CARD TYPE NOTATION S P E A T R X U #

= = = = = = = = =

Skill Programs Escape Activation Transport Sub-Routines Sub-Routine played immediately in response to an effect This card can only be played if Flynn (a user) is in play Number of Copies of this card in the deck.

TRON DECK CARD LIST Card Name Tron Power Flynn Ram

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# 2

Type P

Power -

Notes All Skill cards played get +1

2 2

P P

-

User Draw one card if Derezzed

Clu played Yori Timing Balance Aim Speed Coordination Reflexes Divert Beam User Sacrifice Reassemble Recognizer Light Cycles Reach I/O Tower Solar Sailor Steal Simulation Captive aboard Carrier Game Tank Alan-1 Break In Password Forge Group 6 Access Hacking Code Disc Dumont the Tower Guardian Escape Game Grid Illegal Exit Lose Visual Contact Renegade Programs Reach the Canyons Breach Arena Wall Minus One Tank Location Query hand Matter Transform Sequence Bit Pool of Pure Power Re-Energize derezzed Inoperative Data Systems cards Bugs in the System cards

2

P

-

Look at opponents hand when

2 5 5 5 5 5 5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

P S S S S S S SU SU TU T T T T T T A A A A A A A E E E E E E E R

1 2 3 4 5 6 3 7 -

Draw two cards when played

2 1 1 1

R R R XU

-

Play in Program Execute Phase Shuffle Discard into the deck Draw 2 cards Prevent program from being

1

R

-

Opponent must discard 2 random

1

R

-

Opponent must discard 2 random

Use only in File Transfer Phase Use only in Program Delete Phase

Put any 1 deck card into your

THE MCP DECK CARD TYPE NOTATION C G S R #

= = = = =

Control Games Security Sub-Routines Number of Copies of this card in the deck.

MCP DECK CARD LIST Card Name Cesta Discs Vice Blasters Space Paranoids Light Cycles Warrior Elite Guards Grid Bugs Recognizers

# 1 1 1 1 1 1 4 2 4

Type G G G G G G S S S

Power 1 2 3 4 5 6 1 2 3

Notes

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Sector Search Tank Pursuit Force Sark Deflector Shields Giant Sark Appropriate Outside Systems Chinese Language Files Access the Pentagon Access the Kremlin Shutdown Group 7 Access Renounce Belief in the Users Assimilate Useful Programs Blackmail Dillinger Control INCOM Increase Intelligence Command Carrier Dead Zone Conscripts Progress Report End of Line cards Null Unit Logic Probe Transport Disorientation

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3 3 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

S S S S S C C C C 1 C C C C C R R R R

4 5 6 7 7 C -

-

1 1 1

R R X

+1

Shuffle Discard into the deck Look at opponents hand Game gets Power +1

Use only in Program Delete Phase Use only in Program Delete Phase

Draw 2 Cards Draw 2 Cards Look at next 10 cards in own deck Opponent must discard 2 random

TROOPERS A battle between Futuristic Troops. Style Board & card game for 2 players. VICTORY Kill the opposing Commander. THE MAP Use an 8x8 chessboard. THE MEN Use chits or miniatures to represent units. 8 Troopers

2 Tanks

2 Aircraft

2 Hovercraft

1 Artillery

1 Commander

SETUP Each player places one unit on each square of his back two rows. Units may not stack. THE CARDS Players share a common deck. TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Move Phase Battle Phase ORDERS PHASE Discard old cards. Draw 7 cards. If the deck runs out, shuffle the discard and draw from it. MOVE PHASE Play (discard) a Move card to move one of your units. Units can move through other units only if they are making an Aerial Move. The move card has a number; this is the number of spaces the unit can move. Moves are orthogonal. You may play as many movement cards as you have in your hand. BATTLE PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. 2073

This is the range of the attack. Attacks are diagonal or orthogonal. An attack does 1 point of damage. The defender may play a Defense card to negate damage points. If the target unit is damaged more than defended it is destroyed. CARD LIST NOTATION M = Movement Value = Distance A = Attack Value = Range D = Defense Value = # of attacks negated AM = Aerial Move Unit = Who can use the card Type = Purpose of card # = Number of that type of card in the deck CARD LIST # 1 2 3 1 1 1 3 1 1 1 2 1 3 3 3 3 3 3 3 3 3 3 1 1

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Card name Walk Jump pack Tread Swoop Thrusters Scramble Reposition Advance Charge Fly over Push Onslaught -

Type M AM M AM AM AM M M M AM M M A A A A A A A D D D -

Value Unit 1 Troopers 2 Troopers 1 Tanks 4 Aircraft 6 Aircraft 8 Aircraft 1 Artillery 2 Hovercraft 3 Hovercraft 4 Hovercraft 1 Commander 2 Commander 1 Troopers, Tanks, Aircraft, Artillery, Jeep, Commander 2 Tanks, Aircraft, Artillery, Commander 4 Troopers, Tanks, Artillery 8 Artillery 1 Troopers, Jeep, Commander 2 Aircraft, Jeep, Commander 2 Troopers, Tanks, Aircraft, Jeep, Commander 1 Troopers, Tanks, Artillery 1 Tanks, Aircraft, Commander 2 Tanks Draw 3 cards Discard and replace unwanted cards

TUNNEL RAT INTRODUCTION Vietnam War tunnel combat. Bluffing game for 2 players. One Player is the US Tunnel Rat. The other player is the VC.

THE DECK The deck contains 40 cards: 10 Viet Cong (VC) cards 10 Trap Cards 20 Tunnel Cards

OBJECT The VC player wins if he inflicts 5 casualties. The US player wins if he accumulates 5 tunnel cards.

VC RULES The The The The

VC VC VC VC

player must keep his hands where the rat can see them. cannot wear sunglasses. must look the rat in the eyes. must verbally answer all questions by the rat.

TURN SEQUENCE There are 8 phases in a turn: 1. Draw Phase 2. VC Phase 3. Trap Phase 4. Advance Phase 5. Cross Examination Phase 6. Action Phase 7. Revelation Phase 8. Result Phase

DRAW PHASE The VC player draws 1 card. He must look at it. He must not show it to the US player.

VC PHASE The US player may ask the VC: "Is it a VC?" The VC must always answer no.

TRAP PHASE 2075

The US player may ask the VC: "Is it a Trap?" The VC must always answer no.

ADVANCE PHASE The US player may ask the VC: "Is it safe?" The VC must always answer no.

CROSS EXAMINATION PHASE The US player may repeat the 3 questions in any order as much as he likes. The VC must always answer no.

ACTION PHASE The US player must guess which card the VC has drawn: Tunnel, VC, or Trap. If he thinks it's a tunnel he must say: Advance. If he thinks it's a VC he must say: Shoot. If he thinks it's a tunnel he must say: Search.

REVELATION PHASE The VC shows the US player the card.

RESULT PHASE If it is a VC and the rat guessed correctly: Discard the card. If it is a VC and the rat guessed incorrectly: The US player suffers one casualty. The VC keeps the card. If it is a Trap and the rat guessed correctly: Discard the card. If it is a Trap and the rat guessed incorrectly: The US player suffers one casualty. The VC keeps the card. If it is a Tunnel and the rat guessed correctly: The US player keeps the card. If it is a Tunnel and the rat guessed incorrectly: Discard the card.

GAME DESIGNERS NOTES I hope this game doesn't offend. If it does, e-mail me and I'll remove it.

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The War in Heaven By: Sir Gerard Luft

Setting A long time ago, in a Universe far, far away, a race who had tyrannically ruled time and space in their Universe had to face the premature end of their Continuum. The end of the Universe was prompted by a powerful being known as Dionysus. Dionysus and some of his comrades escaped into the next Universe, which was an Antiverse to their original home. That Antiverse is our own present universe. The Virtuous Dionysus, his comrades from the previous Universe and righteous Empire at the end of time strive to protect our Universe from the invasion of the previous Time/ Space Continuum’s natives. Led by the mysterious Time’s Champion, the Exousia and Arche are struggling to establish a beachhead in our Universe (their Antiverse) from which they can write themselves into our Time Continuum’s history. Only Dionysus, the Empress, Archaggelos, Malak’s, and Clade, can prevent the self proclaimed Time’s Champion, the Imperiatrix, the Exousia, Arche and Shed from conquering our Time/ Space Continuum.

Rules This game follows the basic “Magic the Gathering” rules, which can be found at: http://www.wizards.com/default.asp?x=magic/rules/newplayer,,en An “Official” MTG Solitaire play rules are available at: http://www.wizards.com/duelist/Issue_34/HouseRules.html The Time Cards in this game serve as “generic” land cards. One player assumes the role of Dionysus, while the other plays Time’s Champion.

Cards The link below provides all the cards nessesary for play. Dionysus has the blue border cards with the blue Time Cards, and Time’s Champion uses the red bordered cards and red Time Cards. Each side will need one of each of the cards provided that match their color. Additionally each player will need 14 Time Cards of his color. The War in Heaven Cards: http://www.angelfire.com/games4/doctorwhoeyespy/wih.zip If this or any other link does not work, just copy and past them to your browser. They should work then.

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Troll Treasures A game by Jason Newell, for 1-4 players A band of Elven adventurers have got it into their heads to have a competition, to see who is the most talented Treasure Hunter of the lot. To this end, they decide to infiltrate the nearby troll caves, known for the ample treasures within, and filch the treasures. Completely unaware of the competition, the trolls are obviously surprised by the band of elven intruders swanning about in their caves, and understandably they are a little miffed. It is a race against time to amass enough treasure and get out before the trolls clobber you into oblivion!

Components 1 playing piece and stat card for each elf 1 playing piece and stat card for each troll 1D8 49 wound tokens 24 arrow tokens 24 mana tokens 6 wall pieces 2 magic door pieces 3 sorcerer markers 3 quiver of arrows marker 3 magic potion markers The Search Deck The Board (The board should consist of at least 10 irregular sized rooms, a minimum of 4x4 spaces, connected by corridors 1 space wide. Eight of the rooms have a number in them, 1-8, in the centre space of the room, or in a space as near to it as possible. On each board edge there should be an entrance/exit that does not have a clear line of sight to a room. Each space should ideally be 1”x1”)

Object To be the first player to find five treasures and get out before the trolls pummel you into a pulp.

Set Up Each player chooses one of the four elven adventurers: Tanlya, Argis, Lightfingers or Zephyr. They take their elf’s stat card, 6 arrow, wound and magic tokens, and put their playing piece at one of the entrances of the board. Then players roll a D8 for each troll, placing them on the number in the rolled room, and take it in turns to place the wall pieces. A wall piece cannot be placed so that it blocks a player’s path into a room at the start of the game. Players then roll to determine who goes first (whoever rolls the highest).

The Turn Each player takes it in turn to move their elf and make their actions, going clockwise around the board. After each player has had a turn, it becomes the Trolls’ turn. Once the trolls have acted, then the turn goes back to the first player, and so on. Each elf has a stat card, which lists their different statistics: Wounds: How much damage the elf can take before its player is out of

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the game. Arrows: How many times an elf can shoot its bow Mana: How many times an elf can use its magic Speed: How many spaces an elf may move in its turn Magic: What an elf needs to roll equal to or over to use magic Bow: What an elf needs to roll equal to or over to fire its bow Find: What an elf needs to roll equal to or over to successfully search a room An Elf may move any number of spaces in its turn up to its Speed rating. It may fire its bow or use its magic at any point in its move. Searching is the last thing an elf does in its turn. Wall pieces cannot be moved through. You cannot move through a space occupied by a troll or another elf.

Firing a Bow An elf can shoot its bow at any troll it can draw a clear line of sight to. Corners block line of sight. The bow cannot be used if the elf is in a space adjacent to a troll. The player rolls the dice. If the score is equal or greater than their Bow rating, then they hit the troll, who discards a wound token. If they roll lower, then they have missed. Either way, that player must discard an arrow token. If a player has no arrow tokens, then they cannot use the bow.

Using Magic Magic can be used in two ways: stunning a troll, or moving a wall piece. Stunning a troll: An elf can use its magic on any troll it can draw a clear line of sight to. Corners block line of sight. The player rolls the dice. If the score is equal or greater than their Magic rating, then they hit the troll, who is stunned (taking no action in the next troll phase). If they roll lower, then nothing happens. Either way, that player must discard a mana token. Moving a wall piece: If the player’s elf is adjacent to a wall piece they can use magic to move it. The player rolls the dice. If the score is equal or greater than their Magic rating, then they can move the wall piece to any other viable space. If they roll lower, then nothing happens. Either way, that player must discard a mana token. If a player has no mana tokens, then they cannot use magic.

Searching At the end of their move, an elf may search. Searching can only be done if the elf ends its move in a room, not a corridor, and if there is no troll in a line of sight. An elf cannot search the same room twice in a row, whether they find something or not. The player rolls the dice. If the score is equal or greater than their Find rating, then they draw a card from the search deck. If it is a treasure card, add it to your stack. Otherwise, do what the card says, discarding it afterwards. If there are no cards left in the search deck, reshuffle and re-use the discard pile. If they roll lower, then nothing happens. Once an elf has five treasure cards, they must try to escape by moving to the entrance space they started in.

The Troll Phase Once every player has had a turn, it becomes the troll phase. The trolls act in this turn order: Grall, Tibor, Vries, Brion. Each troll has a stat card which lists their different statistics: Wounds: How many wounds a troll can take before being removed from the

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game Thump: What a troll needs to roll equal to or over to hit an elf Brains: What a troll needs to roll equal to or over to pass a stupidity test Speed: How many spaces a troll can move in their turn At the beginning of their turn, a troll must make a stupidity test. If they can draw a line of sight to an elf, then they DO NOT take a test, they instead move towards that elf by the most direct route. If there is more than one, then the troll moves towards the closest. If there is more than one the same distance away, then determine randomly which one the troll will move towards. Roll a dice for the troll. If the score is equal or greater than their Brains rating, then they move towards the nearest elf. If there is more than one the same distance away, then determine randomly which one the troll will move towards. If they roll less, then roll on the Stupidity Table: 1-2: Move troll away from nearest elf 3-5: Dawdle: troll does nothing this turn 6-7: Move troll towards the nearest elf at half their speed, rounding down. 8: Uses Tunnels: The troll gets bored and uses their secret tunnels. Roll the dice and place the troll in the space rolled. If a troll lands in a space adjacent to an elf, at any time, then they will try to thump that elf. If they land next to more than one elf, then they try to thump both of them. Roll once for each elf they are trying to thump. If the score is equal or greater than their Thump rating, then they hit the elf, who must discard 1 wound token and 1 treasure card, if they have any. If they roll lower, then nothing happens. Once every troll has had a turn, it goes back to the elves turns.

Moving Wall Pieces Wall pieces are moved by using magic, if they are hit by the mine cart, or by drawing a Move Wall card. A wall piece can be moved to ay space so long as there is a wall on either side of the wall piece. Basically, this means that wall pieces cannot be placed in rooms, intersections or corners.

Magic Doors At a cost of 1 movement, an elf may move on to a magic door and move instantly to the other magic door. An elf cannot end its movement on a magic door. Trolls will not use the magic door, as they are scared of it/too dumb to use it. If the Magic Door card is redrawn, then that player may move the doors to different locations.

Mine Cart Any troll hit by an elf in the mine cart loses 1 wound. Elves are unaffected by being hit by the cart as they are nimble enough to jump out of the way. The mine cart can move through wall pieces, which are replaced as the player chooses. The mine cart cannot go through the magic door.

Sorcerers, Magic Potions and Quivers of Arrows If an elf draws a Sorcerer, Magic Potion or Quiver of Arrows card, but has a full supply of the specific token, then place a Sorcerer, Magic Potion or Quiver of Arrows marker in a space adjacent to that elf. Any player who lands on that space can replenish their supply as if they 2080

had drawn the appropriate card. Discard the token if this happens.

Elf Stats Elf Tanlya Argis Lightfingers Zephyr

Wounds 6 6 6 6

Arrows 6 6 6 6

Mana 6 6 6 6

Speed 6 6 6 8

Bow 4 6 5 5

Magic 6 4 5 5

Find 5 5 4 5

Troll Stats Troll Grall Tibor Vries Brion

Wounds 6 6 7 6

Thump 4 5 5 6

Brains 6 5 5 4

Speed 5 6 5 5

Search Deck Card

#

Text

Rules

Move Wall

6

Nothing! Trap!

5 4

There is a rumble as the walls shift You find nothing You have set off one of the troll’s traps!

Magic Potion

3

Take one wall piece and place it where you wish Make a Find test. If you fail, lose 2 wounds. If you succeed, keep this card. If a troll tries to thump you, play this card. The troll does not thump this turn, in addition the troll loses 2 wounds and becomes stunned Restore your wounds to its starting amount

Quiver of Arrows

3

Sorcerer

3

Move Troll

2

Trapdoor

2

Mine Cart

1

Magic Door

1

Treasure Treasure

1 1

Treasure

1

You find an old bottle full of magic potion You find a quiver full of arrows You stumble across an old sorcerer in the caves You manage to distract a troll with a thrown rock You find a small compartment for trollish possessions You fall into a rickety old mine cart which flies off in a bumpy ride around the mine You come across a doorway that glows with magic

Restore your arrows to its starting amount Restore your mana to its starting amount Move a single troll up to its full movement any way you like Draw 2 more cards Roll the dice three times. You must move that many spaces in any direction, ignoring obstacles. Take a magic door piece and place it adjacent to you. Place the other piece anywhere on the board. By moving on one door, you get transported to the other.

You find a solid gold statue You find a gold crown with a large ruby in the front You find a silver sceptre with a mounted ruby

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Treasure

1

Treasure

1

Treasure Treasure

1 1

Treasure

1

Treasure

1

Treasure

1

Treasure Treasure Treasure Treasure

1 1 1 1

Treasure

1

Treasure

1

© Jason Newell 2004

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You find a bunch of toadstools that glow with magic You find a large sparkling gem You find a large silver urn You find a gold and silver armlet You find a masterfully crafted sword You find a beautiful golden goblet You find a gold necklace encrusted with gemstones You find a golden bowl You find a bag full of gold You find a gem studded ring You find an engraved silver harp You find a solid gold candelabra You find a column of sparkling green crystal

UNDERDARK ADVENTURES INTRODUCTION Board & Card game for 2+ players. Based on the Dungeons & Dragons Underdark Setting. Quest for the Underdark Maps

THE MAP The Map is a Track 40 spaces long with start & end spaces.

PIECES & DICE Each player has a Pawn of a unique color to represent his Adventuring Party 20 & 6 sided dice are needed.

ADVENTURERS You control a party of adventurers (initially six). Adventurers are also referred to as Characters. Characters differ in Race and Class. There are 3 Class types: Mage, Rogue, and Fighter.

THE EVENT DECK Players share a common Event Deck. The deck has 2 types of cards: Aid cards & Foe cards There are 2 types of Foe cards: Traps & Creatures There are 2 types of Creatures: Monsters & Intelligent Aid cards include: Prestige Classes, Weapons, Armor, Items, One use Items, & Spells. Every Aid card is specific for either Mage, Rogue, or Fighter Characters.

VICTORY Return your party to the Start space with the Underdark Maps.

SETUP Roll on the Terrain table for each space on the board. Each player gets 6 characters. Roll on the Random Adventurer table to generate your party. Each player is dealt a hand of 7 cards. Players roll high on 1D20 to see who goes first. Players pawns start in the start space. A Token representing the Underdark Maps is placed in the End Space. Note: the Start Space is a 'safe' area: No battles, no traps, no Navigation rolls.

COURSE OF THE GAME Phase I Players take turns moving their Parties towards the End space.

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Phase II The party that reaches the End space first gains possession of the Underdark Maps. To win, that party must turn around & move back to the Start space. This party becomes known as the Map party. Opposing Parties can now move in either direction. If an opposing party defeats the Map party in battle, they gain possession of the Underdark Maps and become the new Map party.

TERRAIN TABLE Each space of the track will be one of several types: 1D20 Type: Type Extra Notes: 1 City C O Intelligent Foes get +3 2 Dungeon C F Intelligent Foes get +3 3 Shaft N O Navigable 4 Lava Tubes N F Navigable 5 Mine C F Navigable 6 Cave N F Navigable 7 Cavern N O Monster Foes get +3 8 Abyss N O Barrier 9 Bone Cave N F Monster Foes get +3 10 Labyrinth C F Barrier 11 Web Cave N F Barrier 12 Rift N O Barrier 13 Vault N O Navigable 14 Portal C F Roll on Portal Table 15 Earth Node C F Mages get +3 16 Sickstone N F Danger 17 Magma N F Danger 18 Sea Cave N W Barrier 19 River Canyon N W Barrier 20 Quickstone N F Danger C = Civilized; N = Natural; O = Open; W = Water, F = Confined

PORTAL TABLE 1D6 Notes: 1-2 Go Back 1D6 Spaces 3-4 Fight a Planar Foe of Level = 1D20 5-6+ Go Forward 1D6 Spaces Get +1 to the roll per Mage in your party. This is called the Portal roll.

RANDOM ADVENTURER TABLE 1D20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

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Card Name Chitine Renegade Imaskari Wizard Male Drow Wizard Duergar Fighter Gloaming Sorcerer Grimlock Barbarian Kuo-Toa Exile Slyth Druid Svirfneblin Guide Derro Scout Illithid Wizard Minotaur Marauder Orog Mercenary Quaggoth Warrior Tanarukk Bodyguard Troglodyte Raider

Class R M M F M F R M R R M F F F F R

Notes: Spiderlike Humanoids Ancient Isolated Humans Dark Elves Grey Dwarves Winged Glowing Humanoids Blind Brutish Humanoids Amphibious Humanoids Amorphous Humanoids Deep Gnomes Insane Dwarves Mind Flayers Bull Headed Humanoids Deep Orcs Savage Humanoids Demon Orcs Reptilian Humanoids

17 18 19 20

Kuo-Toa Monk Slyth Ranger Female Drow Cleric Reroll for Race

F R M X

Priestess of Lolth Pick Class

TURN SEQUENCE Players take turns. Each turn has 7 Phases: Event Phase Difficulties Phase Recruit Phase Attachments Phase Move Phase Encounter Phase Battle Phase

EVENT PHASE Draw 2 cards from the Event Deck If the deck runs out, shuffle the discard & draw from it. Max hand size = 7 cards. Discard excess cards.

DIFFICULTIES PHASE If your party is in a Barrier space roll 1D20. This is the Barrier Roll. Add 1 for every Rogue in your party. On a roll of 10 or less your party cannot find its way and you may not move in Move Phase. If your party is in a Danger space roll 1D20. This is the Danger Roll. Add 1 for every Rogue in your party. On a roll of 10 or less you must discard 1 random party member. Barrier & Danger Roll are collectively called Navigation Rolls. If your party has the Underdark Maps they get +5 to Navigation Rolls.

RECRUIT PHASE If you have less then 6 Characters roll 1D20. This is the Recruit Roll. On a roll of 18+ gain 1 new party member. Add 3 to the roll if you are in a City or Mine Space.

ATTACHMENTS PHASE You may attach “Attachment” cards from your hand to Appropriate party members. These include: Prestige Classes, Weapons, Armor, and Items.

MOVE PHASE Move your party 1D6 spaces. This is known as the Move Roll. (Forward in Phase I or either way in Phase II.)

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If you are in a space not occupied by an opposing party, any Opponent may play a Foe card on you. If your opponent plays a Trap card on you roll 1D20. This is the Trap Roll. Add 1 for every Rogue in your party. On a roll of 10 or less you must discard 1 random party member.

BATTLE PHASE If in Move phase you landed on an opposing party, or an opponent played a Creature Foe on you in Encounter Phase, you must fight. Determine the Force Total of your Party… Force Total = 1D20 + (# of Party Members + # of Attachments) + (2 X # of Spells & One use Items you play from your hand) You may only play one Spell per Mage in your Party. Note: the 1D20 is referred to as the Battle Roll. Determine the Force Total of the opposing party the same way. Reroll ties. The side with the higher total wins. The loser must discard one random Character. The winning party gets the Attachments of the discarded character. The Force Total of a Creature Foe = 1D20 + Foe Level. If you defeat a Creature draw a card. If you lose vs a creature, discard a random character. At the end of the turn, discard any Foe card and All played Spells & one use Items.

ARMOR SAVE If a character with Armor is killed roll 1D6. This is called the Armor Roll. On a roll of 4+ the Armor is discarded instead.

CARD LIST NOTATION Card Type: W = Weapon A = Armor I = Item U = One Use Item C = Prestige Class S = Spells

Force +1 +1 +1 +2 +1 +2

Notes: Max 1 per Character Max 1 per Character Max 3 per Character 1 Use then Discard Max 1 per Character 1 Use then Discard

FIGHTER AID CARD LIST Card Name: Razored Armor Razored Shield Steel Fins Flutter Blade Pincer Staff Tentacled Hide Stonemail Virile Madness Potion Stalactite Blade Bloodthirsty Blade Trespasser Greatsword Barbed Whip Cortical Exoarmor Gauntlet of Disintegration Inquisitor Vengeance Taker

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Type A I I W W A A U W W W W A I C C

Notes:

+1 to Armor Rolls

+1 to Battle Rolls +1 to Armor Rolls +1 to Recruit Rolls +1 to Battle Rolls

Body Tamer Judicator Tunnel Fighter

C C C

+1 to Battle Rolls +1 to Battle Rolls +1 to Battle Rolls

ROGUES AID CARD LIST Card Name: Dart Thruster Spidersilk Armor Spelunkers Kit Acid Vials Stungas Flasks Palm Spikes Sickstone Poison Hand Crossbow Death Armor Rope of Climbing Lurker Cloak Flash Pellets Glove of Venom Tunnel Runner Cave Lord Vermin Keeper Underdark Guide Universal Key

Type W A I U U W U W A I I U W C C C C I

Notes: +1 to Barrier & Trap Rolls

+1 to Barrier & Trap Rolls

+1 +1 +1 +1 +1

to to to to to

Move Rolls Barrier & Trap Rolls Battle Roll Barrier & Trap Rolls all rolls in Civilized Spaces

MAGE AID CARD LIST Card Name: Nightscale Armor Detect Thought Ring Cloak of Stone Rod of Webspinning Staff of Shadow Deep Diviner Nodecaster Shadowcrafter Arachnomancer Amorphous Form Stone Metamorphosis Node Door Burrow Blindsight Camouflage Wall of Dispell Magic Spiderskin Tremorsense Hail of Stone Viscid Glob Darkvision Mineralize Warrior Eradicate Earth Stone Sphere Tunnel Swallow

Type A I I W W C C C C S S S S S S S S S S S S S S S S

Notes:

+1 to Barrier Rolls +1 to Move & Portal Rolls +1 to Battle Rolls +1 to Battle Rolls Discard for +2 to Trap Roll Discard for +2 to Barrier Roll Discard for +2 to Move Roll Discard for +2 to Move Roll +3 vs Mages & Parties with Mages Discard for +2 to Trap Roll

Discard for +2 to Move Roll

FOE TRAP CARD LIST Card Name: Awkward Space Tight Space Narrow Ledge Tunnel Collapse

Locations N N N N

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Rolling Boulder N Rock Slide N Falling Stalactites N Poisonous Gasses N Lungrot Disease N Dart Trap C Spiked Pit Trap C Pendulum Trap C Scythe Trap C C = Civilized; N = Natural Notes: You can play a Trap if your adversary is on a terrain of the corresponding type.

FOE CREATURE CARD LIST Card Name: Carrion Crawler Lurker Gargoyles Mimic Gelatinous Cube Trolls Stone Giant Insect Swarm Umber Hulk Gibbering Mouther Basilisk Xorn Giant Spider Black Dragon Purple Worm Lich Minotaurs Mind Flayer Slavers Wererats Beholders Troglodyte War Party Grimlock Hunters Duergar Raiders Kuo-toa Patrol Drow Scouts Chitne Hunters

Type M M M M I M M M M M M M M M M I I I I I I I I I I I

Level 2 3 5 3 4 5 8 6 10 4 9 12 6 15 13 17 7 14 5 20 6 8 7 4 9 3

Notes: +2 in Open Spaces +2 in Confined Spaces

+2 in Confined Spaces +4 in Web Cave +2 in Open Spaces Mage +4 in Labyrinth Mage Mage

+4 in Water Spaces +4 in Web Cave

UNDERDARK ADVENTURES MAP MAKER & CARD RANDOMIZER Exceedingly Cool Tool by Peter Cobcroft... Click here These tools will have you playing in under 5 minutes.

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UNION & CONFEDERACY INTRODUCTION American Civil War Theme. Module for the Warp Empires system. You must use the Warp Empires system to play this game.

MAP North America circa 1860-1865. Divide each State into several territories. Indicate Capitals & Major cities.

TURNS 4 turns per year.

VICTORY Either side wins automatically if all opposing units are destroyed. At the end of 1865: The North Wins if the North is completely unoccupied and union stacks occupy over 50% of Rebel states, otherwise the South wins.

STACKS & UNITS Units are also called Divisions. Stacks are also called Armies. Leaders are also called Generals.

SETUP Each side starts with 10 Divisions in their Capital. The North starts with the leaders Robert Patterson and McDowell. The South starts with the leaders Joseph E. Johnson and Beauregard.

ACTION DECK Players share a common Action deck.

MOVEMENT RULES Stacks without leaders cannot move. Ships can move into coast spaces and spaces with rivers. Each Ship (Fleet) Unit can Transport one Division. Any Move card can also be used for ships.

REVENUE PHASE There are no revenue points, instead: The North recruits 6 random units per turn.

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The South recruits 3 random units per turn. You cannot recruit more units than you have friendly Capitals under your control. Recruited units start equally distributed in State Capitals.

MORALE After each battle the loser gets a “Demoralized” token and the victor removes a “Demoralized” token. If one side ever has 10 “Demoralized” tokens it gives up and the other side automatically wins the war. Having Washington or Richmond (re)captured is worth 3 tokens each time.

UPKEEP PHASE RULES Ignore the revenue = units rule. Isolated (surrounded) stacks lose 10% of their force total in units per month.

BATTLE PHASE Leaders in excess of 2 in a Stack generate only 2 Force each. Leaders in excess of Divisions generate no Force. When determining casualties, Divisions are always lost before Leaders.

HISTORICAL WAR RULES PROGRESSION 1963+: Union improvements in weapons technology, industry, experience, and Leadership give all Union Divisions +1 Force. 1964+: Confederate manpower reserves are used up. All Confederate Divisions are –1 Force.

UNIT DECK ABBREVIATIONS I C A F S

= = = = =

Infantry Cavalry Artillery Fortifications Ship

UNION UNIT DECK Name Infantry Division Cavalry Division Artillery Division Fortifications Ironclads Gunboats Irvin McDowell George B. McClellan John C. Freemont Nathaniel P. Banks Robert Patterson Edwin “Bull” Sumner John Pope Henry W. Halleck Don Carlos Buell Samuel R. Curtis Henry Warner Slocum James Birdseye McPherson George Henry Thomas

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Move M F S 0 S F F F F F F F F F F F F F F

# 40 20 20 10 5 10 1 1 1 1 1 1 1 1 1 1 1 1 1

F 2 2 2 5 6 4 3 3 3 3 3 4 3 3 4 4 4 4 5

Type I C A F S S L L L L L L L L L L L L L

Wild Bill Hickok Ambrose E. Burnside Fighting Joe Hooker Ulysses S. Grant William Tecumseh Sherman Philip Henry Sheridan George Gordon Meade George A. Custer William Starke Rosecrans Benjamin Franklin Butler Kearny Buford

F F F F F F F F F F F F

1 1 1 1 1 1 1 1 1 1 1 1

5 3 3 9 8 6 5 5 4 3 4 4

L L L L L L L L L L L L

# 20 15 10 10 3 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

F 3 4 2 5 4 6 4 10 7 6 3 4 5 3 4 4 4 4 4 4 4 4 4 5 4 4 3 3 3 4

Type I C A F S S L L L L L L L L L L L L L L L L L L L L L L L L

CONFEDERACY UNIT DECK Name: Infantry Division Cavalry Division Artillery Division Fortifications Commerce Raiders Ironclads Joe Johnson Robert E. Lee Stonewall Jackson Jeb Stuart John Bankhead Magruder A. P. Hill James Longstreet Braxton Bragg Earl Van Dorn Sterling Price Albert Sidney Johnson Joseph E. Johnston Little Napoleon Beauregard Leonidas Polk John Hunt Morgan Edmund Kirby Smith Earl Von Dorn Nathan Bedford Forrest Richard Stoddert Ewel Ambrose Powell Hill John Bell Hood John C. Pemberton Jubal Early William Joseph Hardee

Move M F S 0 F S F F F F F F F F F F F F F F F F F F F F F F F F

ACTION CARD DECK Card Name Tactical Move Campaign Strategic Move Stragglers Mislaid Supplies Lost Orders Enemies Disorganized Slow to Move Fail to Engage Skirmish Ford Stream Concentrate Forces Switch Direction of Attack Well Defended Position

# 6 4 2 1 1 1 1 1 1 1 1 1 1 1

Notes Move 1 stack Move 2 stacks Move 3 stacks Negate Move Negate Move Negate Move Negate Move Negate Move Negate Move into Negate Move into Battle: Attacker Battle: Force +4 Battle: Attacker Battle: Defender

occupied space occupied space Force +6 Force +4 Force +8

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Feint Delay Assault Reinforcements Arrive Rally Troops Exhaustion Rebel Yell Naval Blockade Lightning Raids Split their Forces Push Enemy Back Cross River Enemies Confused Masterly Retreat Cautious General Scouts Spies Nervous Public Flank Attack Cavalry Reconnaissance Disastrous Assault Division Attack the Center Retreat False Intelligence Heavy Casualties Battle Forced March Union Rails Union Fleet Infernal Machines Counterattack Rear Attack Bayonet Charge Cavalry Charge Bombardment Snipers Killed in Action Travel on Roads Entrenched Low Ammo Extra Ammunition Attack with Everything Engineers Concentrate Attacks Earthworks Bombardment Fear of Exposing Flank Humiliation Seize the Initiative Block Supply Lines Find Marching Orders Diversion Badly Executed Plan Prevent Reinforcements Pierce Enemy Line Attacking Waves Loved by his Men Missed Opportunity Shocking Carnage Cut off Escape Reinforcements Reinforce Weak Point Reserves in Support Delayed at Bridge Pursue Retreating Army Breakthrough

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1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 1 1 1 1

Battle: Force +2 Battle: Defender Force +2 Battle: Defender Force +5 Battle: Force +4 Battle: All enemy Divisions get Force -1 Battle: All Confederate Divisions get Force +1 Confederacy recruits one less Division this turn Negate Move Battle: Force +7 Battle: Force +3 Move 1 stack Battle: Force +6 Battle: Negate 1 casualty if you lost Battle: Negate Force of opposing General Look at units in target Stack Look at opponents hand Opposing Stack in home territory must attack Battle: Attacker gets Force +8 Look at opposing Stack. Battle: Destroy one opposing Inf. or Cav.

1 1 1 1

Battle: Both sides discard one Division Battle: Neither side suffers any casualties Negate Move Opposing stack loses an extra unit at end of

2 2 2 2 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Move 1 Stack Union: Move 1 Stack (Fast) Union: Move 1 Stack (Fast) Destroy target Ship Battle: Defender gets Force +6 Battle: Force +9 Battle: Infantry units get Force +2 Battle: Cavalry units get Force +2 Battle: Artillery units get Force +2 Battle: Kill opposing General Battle: Kill opposing General Move 1 Stack Battle: Defender gets Force +4 Battle: All enemy Divisions get Force –1 Battle: All your Divisions get Force +1 Battle: Attacker gets Force +7 Move 1 stack Battle: Destroy one opposing Division Battle: Defender gets Force +5 Battle: Artillery units get Force +2 Negate Move Move defeated stack towards Home Capital Move 1 Stack Negate Move Look at opponents hand & next 7 cards in deck Battle: Attacker gets Force +3 Battle: Opponent gets Force –8 Battle: Force +5 Battle: Attacker gets Force +6 Battle: Attacker gets Force +5 Battle: General gets Force +5 Battle: Attacker gets Force –7 Battle: Both sides discard one Division Battle: Attacker gets Force +9 Battle: Move 1 Division (into the Battle) Battle: Defender gets Force +5 Battle: Force +4 Battle: Attacker gets Force –4 Defeated stack loses 1 additional Division Battle: Attacker gets Force +5

Pontoon Bridges Foolhardy Assault Deserters Volunteers Telegraph Dysentary Draft Conscription Partisan Rangers Gunboat Support Siege Separated by River Emancipation Proclamation Strategic Victory Scurvy Unconditional Surrender Invasion Force Incompetence Unprepared Defense Patrols & Picket Posts Momentum Got His Dander Up Defensive Trenches Advance Guard Inexperienced Troops Battle Injury Surprise Counterattack Press Attack Hard March to the Sea Push Back Flanks Consolidate Line Commandeer Supplies Press Home Advantage Renew Assault Fight Another Day Swing the Balance Force Withdrawals Hopeless Position Live Off the Land Inconclusive Battle Marshal the Forces Determined Push Heavy Fighting Shot by own Troops Terrain Advantage Leader Sacked Tactical Blunder Timid Leadership Pincer Movement Lethargic Pursuit Trap Retreating Forces Repulse Assault Dug-In Two-Pronged Invasion Cavalry Raids Fall from Horse Disengage Bogged Down Bold Plan Cross Country Thrust Gap in the Line Reserve Division Slash & Burn Wheel the Line Renew Attack Sabotage Rail Lines

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Move 1 Stack Battle: Attacker loses 2 Divisions Target Stack loses 1 Division Recruit one extra Division Battle: Draw 2 cards Target stack loses one Division Recruit one extra Division Recruit one extra Division Confederacy: Recruit one extra Division Battle: Union gets Force +4 Battle: Negate Force of target Fortification Battle: Force +5 Union removes one Demoralized token Draw 5 cards Confederates lose one Division 1 Losing side of Battle loses all units Move 1 Stack Battle: Battle: Negate Force of opposing General Battle: Defender gets Force –5 Battle: Defender gets Force +4 Move 1 Stack Move 1 Stack Battle: Defender gets Force +5 Battle: Attacker gets Force +2 Battle: Enemy gets Force –5 Battle: Kill opposing Leader Battle: Defender gets Force +5 Battle: Attacker gets Force +4 Move 1 Stack (to a coastal territory) Battle: Attacker gets Force +5 Battle: Defender gets Force +4 Move 1 Stack Battle: Force +6 Battle: Attacker gets Force +4 Losing side of battle takes 1 less casualty Battle: Force +8 Battle: Force +5 Battle: Opponent has Force –7 Move 1 Stack Both sides suffer equal casualties Move 1 Stack Battle: Attacker gets Force +4 Both sides take one extra casualty Battle: Kill opposing Leader Battle: Force +6 Discard Target Leader that just lost a Battle Battle: Opponent has Force –6 Battle: Battle: Negate Force of opposing General Battle: Attacker gets Force +6 Losing side of battle takes 1 less casualty Losing side of battle takes 1 extra casualty Battle: Defender gets Force +6 Battle: Defender gets Force +7 Move 2 Stacks Negate Move Battle: Discard Target Leader Both sides take one less casualty Negate Move Move 1 Stack Move 1 Stack Battle: Force +6 Battle: Force +6 Move 1 Union Stack in Southern Territory Battle: Force +5 Battle: Attacker gets Force +4 Negate Move

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Take the Ridge Fail to Act Call Opponent’s Bluff Risky Maneuver Night Fighting Cavalry Battle Artillery Duel Junior Commanders Shine Valor & Heroism

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1 1 1 1 1 1 1 1

Battle: Attacker gets Force +8 Negate Move Battle: Force +5 Battle: Force +5 Battle: Force +2 Battle: Destroy opposing Cavalry unit Battle: Destroy opposing Artillery unit 1 Battle: Force +6 Battle: Force +6

UNITED STATES INTRODUCTION Educational Geography card game. Subject: The United States of America.

THE DECK The deck has 50 cards. One for each State. Each Card just lists the name of one state.

SETUP Each player is dealt 7 cards. Turn order is reverse age order. Youngest player goes first.

TURN SEQUENCE Players take turns. Each turn has 3 Phases: Draw Phase Meld Phase Discard Phase

DRAW PHASE Take the top card off of the top of the Deck or the Discard pile.

MELD PHASE You may play one or more melds to the table from your hand. A Meld consists of 3 or more States that are adjacent and/or connected. For example: California, Oregon, and Washington would be a legal meld. California & Washington are not adjacent, but they are connected by Oregon.

DISCARD PHASE Max hand size = 7 cards. Discard excess cards. The Discard pile is face up.

END GAME The game ends when there are no more cards left to be drawn, and No one can make any more Melds.

SCORING Tally points at the end of the game. Get one point for every State you played in a Meld.

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WARM UP EXERCISES --Name all 50 States from Memory. --Someone names a State. You name all States adjacent to it. --Get copies of an unlabeled map and write in the names of the States.

EASIER VARIANTS --Put a picture of the state on each card (To make it easier) --Play with a Labeled Map nearby that everyone can see. --Play with an unlabeled Map nearby.

SCORING VARIANT Get Get Get Get Get

5 points for playing a 4 card Meld. 7 points for playing a 5 card Meld. 9 points for playing a 6 card Meld. 11 points for playing a 7 card Meld. 13 points for playing an 8 card Meld.

DRAW VARIANTS --In draw Phase draw 2 cards. --In draw Phase always fill your hand to 8 cards. --When you play a Meld draw an equal number of replacement cards.

ALASKA & HAWAII --Consider Alaska to be adjacent to Washington. --Consider Hawaii to be adjacent to California. --Consider Alaska & Hawaii to be adjacent to each other.

SOLO VARIANTS --The game can be played solo as is. --Solo scoring: Subtract one point for every turn you play.

INTERACTIVE VARIANTS --Players may Trade cards.

PUNNISHING VARIANTS --If you make an incorrect Meld, put it back in your hand and skip your next turn. --If you make an incorrect Meld, put it back in your hand and discard a card.

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UNIVERSAL HERO INTRODUCTION Conversational game based on the ideas of Joseph Campbell. In his book “The Hero with a Thousand Faces” Campbell describes a pathway of steps common to the adventures of all heroes in all cultures: Stage I: Departure 1. The Hero in the everyday world is called to adventure. 2. The Hero may at first refuse, but he eventually goes. 3. The Hero meets a protector & guide who offers supernatural aid. 4. The Hero encounters the first threshold to a new (magical) world. 5. The Hero may fight a guardian opposing him at the threshold. 6. The Hero plunges fully into the new world. Stage II: Initiation 7. The Hero follows a road of trials. 8. The Hero may receive aid from companions & unseen forces. 9. The Hero is abducted, or must take a journey by night or sea. 10. The Hero fights a symbolic dragon 11. The Hero may suffer ritual death or dismemberment. 12. The Hero is recognized or reunited with his father (family, fiends). 13. The Hero becomes nearly divine, conquering ignorance & fear. 14. The Hero receives ‘the ultimate boon’ (damsel, elixir of life, etc.). Stage III: Return 15. The Hero takes a ‘magical flight’ back to his original world. 16. The Hero must readjust to his original life. 17. The Hero becomes master of two worlds (material & inner self). 18. The Hero has conquered the fears that keep him from living fully.

SETUP Players pick a book or story or movie that all players are familiar with. Randomly determine player turn order.

TURN SEQUENCE Play is divided into rounds. Within a round, each player gets a turn. (Each round starts with a different player – rotate clockwise) Each game has 18 rounds, corresponding to the 18 steps listed in the introduction. On your turn you must explain how the story relates (or does not relate) to the particular Step you are on. Other players judge and reward you for your response (at the end of the round): * Complete (best) answer – Earn 2 tokens * Partial answer – Earn 1 token * Pass or bad answer or nothing else to add – Earn 0 tokens Note: Only the first player to go in the round can get a 2 token ‘complete answer’ unless the first player(s) pass or earn zero points. The player with the most tokens at the end of the game wins.

SUGGESTED TALES King Arthur, Star Wars, Harry Potter, Lord of the Rings, Greek Myths, etc.

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UTOPIA INTRODUCTION Solo card, dice & record keeping game. Based on the old Intellivision Video Game. Build up your Island Paradise.

DISCLAIMER Utopia is a licensed, copyrighted product. This is merely a fan site.

VICTORY Beat your last score. Record your final score after 2 runs through the deck.

STUFF You will need Paper, Pencil, Six sided dice & the deck

SETUP You start with 100 Gold Bars You start with 1000 Population You start with Zero Score Shuffle the deck

TURN SEQUENCE Census Phase Taxes Phase Industry Phase Housing Phase Food Phase Flip Phase Fishing Phase Farming Phase Build Phase Piracy Phase Rebellion Phase Hurricane Phase Score Phase

CENSUS PHASE Gain 25 Population -5 per Factory +10 for Hospital -5 if Food Shortage -5 if Housing Shortage +5 on first 10 Turns of game

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TAXES PHASE Gain 1 Gold Bar per 100 Population.

INDUSTRY PHASE Gain 4 Gold Bars per Factory If there is a School, Factories earn +1 If there is a Hospital, Factories earn +1

HOUSING PHASE Each Housing card provides Housing for 500 Population. If not enough Housing is available, there is a Housing Shortage.

FOOD PHASE Each Fishing Boat & Crops card provides Food for 500 Population. If not enough Food is available, there is a Food Shortage.

FLIP PHASE Flip over the top card of your deck. This is the NEW card.

FISHING PHASE If the New card is a Fish card, each Fishing Boat earns 1D6 Gold Bars.

FARMING PHASE If the New card is a Rain card, each Crop earns 1 Gold Bar.

BUILD PHASE If the New card is a Building, Boat, or Crops, you may pay for it & put it into play. You may also pay for (rebuild) any Buildings, Boats, or Crops in your discard pile.

PIRACY PHASE If the New card is a Pirate, roll 1D6: 1-5 = Nothing 6 = A Fishing Boat is destroyed Roll Modifiers: -1 per PT Boat you own +1 per Fishing Boat you own after the first.

REBEL PHASE If the New card is a Rebel, roll 1D6: 1-5 = Nothing 6 = Rebellion

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Roll Modifiers: -1 per Fort you own -1 for the School +1 for Housing Shortage +1 for Food Shortage +1 per Factory If there is a Rebellion, lose half your Gold & half your Score.

HURRICANE PHASE One Random Building, Boat, or Crop card you own is destroyed. (Shuffle all of them together and draw one card)

SCORE PHASE Scoring is cumulative. Add to your running score: The Gold you earned this turn.

CARD LIST Card Name # Fort 2 Factory 4 Crops 8 School 1 Hospital 1 Housing 8 PT Boat 2 Fishing Boat 4 Rebels 4 Pirates 2 Hurricane 2 Rain 8 Fish 8 # = Number of cards in

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Cost 50 40 25 35 75 60 40 25 deck

VAMPIRE PRINCE INTRODUCTION 2+ Player card game. Players are Elder Vampires vying to be the uncontested Prince of a city Based on the White Wolf RPG Vampire the Masquerade and The associated Deckmaster card game Jyhad.

DISCLAIMER Vampire the Masquerade & Jyhad are licensed, trademarked, copyrighted properties. This is merely a fan site

VICTORY Be the first to control cards with a combined political value of 20+ or Kill all the opposing Elder Vampires.

THE DECK Players share a common deck.

THE ELDER VAMPIRES Each player controls an Elder Vampire seeking to become the new Prince. This vampire has a Force of 5 and cannot attack, it can only defend when attacked. Cards that discard or control a target Vampire cannot be used against these Vampires. Modifier cards cannot be attached to these Vampires. These Vampires cannot Block. These Vampires cannot be targeted for attack until a players third turn (and after).

SETUP Name your Elder Vampire. Determine what clan your Elder Vampire belongs to. If you control other Vampires of the same clan, they get Politics +1. Each player starts with a hand of 7 cards. The oldest player goes first.

TURN SEQUENCE Players take turns. Each turn has 5 phases: Fate Phase Recruit Phase Event Phase Attack Phase End Phase

FATE PHASE Draw 2 cards.

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If the deck ever runs out, shuffle the discard & draw from it. You may win a political victory in this phase if you control 20+ points

RECRUIT PHASE Put Vampire, Location, and Political cards into play. You may attach modifier cards to your Vampires

EVENT PHASE Play Event cards.

ATTACK PHASE You may attack with some, none or all of your Vampires. You may target any opposing Vampire. The attacked player may block an attack with any one of his Vampires. Attacks are not combined. They are resolved in succession. Combat cards may be played to negate attacks or increase a Vampires force Compare the Forces of the Attacking & Blocking (or Target) Vampire. The Vampire with the lower force is killed (discarded). In case of a tie, neither Vampire is killed.

END PHASE Damage cards may be played on Vampires that were in combat last phase. You may play a Damage card to prevent a Vampire from being killed. Immobilized Vampires cannot attack or block. Their Force = 1. Maximum hand size is 7 cards. Discard excess cards.

CARD LIST NOTATION P = Political organization that supports you E = Event L = Location you control C = Combat Event M = Modifier (Disciplines, Traits, Retainers) D = Damage (Can be played on Vampire that has been damaged) V = Vampire The number to the right of the V is the number of that card in the deck Vampires with a starting base Force + Politics = 4 or 5 are “Elder” Vampires

VAMPIRE PRINCE DECK CARD LIST Card Name Primogen Justicar Archon Camarilla Conclave Inner Circle Clan Methuselah The Masquerade Haven Escape Warning Pax Vampirica Inconnu

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Type P P P P P P P P C C C C C E

Force -

Politics Notes 4 (City Ruling Council) 3 (Clan Judges) 3 (Justicar Servant) 2 (Global Sect) 3 (Meeting) 5 (Camarilla Leaders) 3 4 (Ancient Vampire) Negate target Attack Negate target Attack Negate target Attack Negate target Attack Negate target Attack Discard target Elder Vampire

Goloconda Torpor turns Aggravated Wounds turns Vampire Hunter Sunlight Bood Hunt Diablerie Wassail Werewolf Attacks Vampire Anarch Rebellion Vampire Elysium Papillon Canaille Barrens Underground Chantry Turf War Sabat Activity The Jyhad Switch Sides Influence Blood Bond Regnant Thrall Threats Promises Seduction Firearms Guns Automatic Weapons Fire Wooden Stake Frenzy Stealth Trapped Press Combat Evasion Fledgling Kindred Childe Ancilla Caitiff Brujah Gangrel Malkavian Nosferatu Toreador Tremere Venture Animalism Discipline Auspex Discipline Celerity Discipline Dominate Discipline Fortitude Discipline Obfuscate Discipline Potence Discipline Presence Discipline Protean Discipline Form) Thaumaturgy Discipline Ritual Magic Progeny Brood

E D

-

-

Discard target Elder Vampire Target Vampire Immobilized 3

D

-

-

Target Vampire Immobilized 3

E E E E E E

-

-

Discard target Vampire (Attack) Discard target Vampire (Attack) Discard target Vampire (Attack) Discard target Vampire (Attack) Discard target Vampire (Madness) Each player must discard a

E

-

-

Each player must discard a

L L L L L L E E E E E E E E E E E C C C C C C C C C C V2 V2 V4 V2 V2 V2 V2 V2 V2 V2 V2 C E C E C C C E C

+2 +2 +2 +3 +2 +3 1 1 2 2 4 4 3 3 2 3 2 +3 +3 +3 -

4 3 2 1 1 3 0 0 1 0 1 1 1 2 2 2 3 -

(Operas, Theatres, Museums) (Night Clubs, Bars, Brothels) (Poor Areas, Slums) (Graveyards, Parks) (Subways, Sewers) (Mansion of Previous Prince) Control target Location Discard target Political card Discard target card Control target Political card Control target Political card Control target Vampire Control target Vampire Control target Vampire Control target Vampire Control target Vampire Control target Vampire

C C M M

+3 +1 +1

+1 +1

Target Attack cannot be blocked Target Attack cannot be blocked Target Attack cannot be blocked Negate target Combat card (Neonate) (Neonate) (Adolescent Cainite) (Clanless Vampire) (Rebels) (Wandering Shapeshifter Gypsies) (Insane) (Hideous) (Artists) (Warlocks) (Traditional Politicians) (Control Animals) Look at opponents hand (Speed) Control target Vampire Negate target Attack Negate target Attack (Strength) Control target Vampire Negate target Attack (Change (Blood Magic) Negate target Attack

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Coterie Elder Kine Servants Ghouls Praxis Dispute Domain Dispute Intrigue Contacts Great Wealth Control Mafia Control Police Spies

M M M M E E E E E E E E

+1 +1 +1 +1 -

+1 +1 -

(Mortals) All players discard their hands All players discard their hands Look at opponents hand Draw 3 cards Draw 3 cards Opponent must discard 3 cards Opponent must discard 3 cards Look at opponents hand

GAME DESIGNERS NOTES Wanted to do something less complicated than Jyhad. One difference between this & Jyhad is that in Jyhad opponents were Methuselahs fighting on a global scale to destroy one another. This is a smaller scale: Players are Elders fighting to control a single city.

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VICTORIAN VILLAINS INTRODUCTION 2 player Card game. Victorian Fantasy/ Sci-Fi theme. CCG type Format.

GOOD & EVIL There are 2 sides: The Heroes and the Villains.

VICTORY You win if at any time after the fifth turn, your Opponent has no major characters in play.

DICE Six sided dice are needed.

THE DECKS Each player has a unique deck. The two decks are: 1. The Heroes 2. The Villains

CARD TYPES C L E W V

= = = = =

Characters Locations Events Weapons Vehicles

TOKENS Tokens are used to represent lesser minions. Tokens and Characters are collectively referred to as Units. Tokens & Minor Characters are collectively referred to as Minions.

WOUND COUNTERS When a Character is wounded put a Wound counter on it. Wound Counters give the attached unit Force –1. A Unit with zero or less Force is killed.

CARD TRAITS Characters (and other card types) may have one or more of the following traits: Many of these traits allow attachment of or use of certain other cards.

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Trait: Notes: Minor Character Major Character Mastermind Major Villain Brawler Descriptor Marksman Descriptor Swordsman Descriptor Brute Descriptor Detective Descriptor Hunter Descriptor Scholar Descriptor Traveler Descriptor Holy Fight +1 vs Immortals Inventor See Invention Phase Scientist See Invention Phase Vehicle These can be Units or Objects attached to Units Genius See Genius Phase Spy See Spy Phase Immortal See Healing Phase Doctor See Healing Phase Underling Discard this Hero instead of another in Assassin Phase Facilitator Gives one Hero +1 to any one roll once per turn Captain Captain Nemo can take the Nautilus from anywhere and put into play, attached to himself in recruit phase. The same goes for Captain Mors & his Airship. You may discard the vessel to draw its respective Captain from the deck.

SETUP Each player draws 7 cards from his deck. Mulligan: Discard & redraw if your hand has no Characters.

TURN SEQUENCE Each turn has 13 phases: New Day Phase Genius Phase Healing Phase Minion Phase Invention Phase Recruit Phase Plot Phase Spy Phase Assassin Phase Plot Phase Intercept Phase Track Phase Attack Phase

NEW DAY PHASE Draw 1 card from your deck.

GENIUS PHASE For each Character with Genius on your side roll once on the Plot Table: 1D6 Result: 1 Analysis: Opponent must discard 1 card 2 Predictions: Look at next 7 cards in either deck 3 Deduction: Look at opponents Hand 4 Lure: Gain Control of target Character

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5 6

Recruit: Put any character in your deck into your hand Contingencies: Draw 1 Card

HEALING PHASE For each Wound counter roll 1D6. Remove the counter on a roll of 5+. This is called the Healing Roll. An Immortal gets Heal +3 to self. A Doctor can give Heal +2 to any one roll per turn.

MINION PHASE Most Masterminds (and some other card types) can Generate one Minion Token per turn in this phase. All Minion Tokens are Fight = 1 units.

INVENTION PHASE For each Character with Invention or Scientist skill on your side roll once on The Invention Table: 1D6 Result: 1 Research: Look at the next 7 cards in your deck 2 Build: Put an Invention Marker on a Target Unit 3 Eureka: Draw one card 4 Blueprints: Search your deck for a Vehicle or Weapon & put it into play 5 Failed Project: Nothing 6 Lab Explosion: Inventor receives a Wound Marker Invention Markers give the attached unit Fight +1 If the Inventor is a Location (Not a Character) and there is an explosion, the Location cannot roll on the Invention table for 2 turns.

RECRUIT PHASE Put non-event card into play. Cards in play are placed face up in front of you. Vehicles and Weapons must be attached to Units. Locations in the Villain deck must be attached to a specific Mastermind. Minor Villains must be attached to a specific Mastermind.

PLOT PHASE The Villain player may attach plot cards to his Masterminds. Put a Plot Counter on each plot card already in play. There are Minor and Major Plot cards. If a Minor Plot accumulates 3 plot counters, the Villain player discards it and Draws 1D6 cards. If a Major Plot card accumulates 4 plot counters, the Villain player automatically wins the game. All Plots undertaken by the Martians become Major Plots of the Title "World Conquest" The Martians cannot attach Minor Characters or Vehicles. Marian Tripod Tokens are each Fight +2.

SPY PHASE For each Spy on your side roll 1D6: on a roll of 1 Spy caught: Discard Spy 2-4 Nothing 5+ Discovery: Look at Opponent’s hand.

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ASSASSIN PHASE Each Major Villain may send some of his Minions to attack the Heroes. These are suicide Missions, The Minions are always killed. Roll 2D6 for each Minion sent. Add the Fight of the Minion. Subtract the Fight of the target Hero. Event cards may be used to modify Force ratings. Modified Roll: Notes: 2 or less Minion Interrogated: Get +1 to next Track Roll 3-5 Minion cannot find Heroes: Return Minion to Mastermind 6-7 Nothing 8-10 Hero Wounded (or discard an attached weapon or vehicle) 11+ Hero Killed This is called the Assassin Roll.

INTERCEPT PHASE Heroes may attempt to thwart the Villain’s Nefarious Schemes. Each Hero picks a target Mastermind Villain and rolls 2D6: This is called the Track Roll. Add the Track Bonuses of the Hero. Event cards may be used to give additional Bonuses or Penalties. This is called the Sleuth Roll. Modified Roll: Notes: 5 or less On the Wrong Track: All Heroes get a Track –1 this turn. 6-9 Dead End: Nothing Found 10 Foiled: Discard one target Plot card 11+ Villain is Thwarted. If the Villain is Thwarted, discard all Plot cards of that Villain in play. Every Mastermind not Thwarted this phase allows the Villain player to roll once on The Villain Table: 1D6 Result: 1 Neutralize: Opponent must discard 1 card 2 Machinations: Look at next 7 cards in either deck 3 Spies: Look at opponents Hand 4 Manipulations: Gain Control of target Character 5 Hirelings: Gain 2 Minion Tokens 6 Wheels in Motion: Draw 1 Card or put 1 Plot Counter on 1 Plot card in play

ATTACK PHASE The Heroes may attack any Mastermind Villain that was Thwarted this turn. Each Hero attacks seperately. The Hero must target a Minion of the Villain. Roll 1D6 and add the Fight of the Hero. Subtract the Fight of the target Minion. This is called the Combat Roll. The Minion is always killed. Modified Roll: Notes: 1 or less Hero Killed 2-3 Hero Wounded (or discard an attached weapon or vehicle) 4-6 Hero Unscathed 7+ Hero gets to make another attack with Fight –1 If no Minions remain, the Hero may automatically destroy a location attached to the Villain. If no Locations remain, the Mastermind himself may be attacked. Roll 1D6. This is called the Showdown roll. (It is modified like a Combat roll) Modified Roll: Notes: 1 or less Hero Killed 2-3 Hero Wounded (or discard an attached weapon or vehicle) 4-5 Villain Wounded (or discard an attached weapon or vehicle) 6+ Villain Killed

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CARD TYPE NOTATION E C M V W L P

= = = = = = =

Events Character Mastermind Vehicle Weapon Location Plot

HEROES CARD LIST Card Name: Allan Quatermain Dr Jekyll Mr Hyde Sherlock Holmes James T. West Artemus Gordon Dorian Grey Van Helsing Mina Harker Chevalier Dupin Olaf Svenson Tarzan Invisible Man Campion Bond Philieas Fog Mycroft Holmes Samson the Coachman Captain Nemo Air Pirate Captain Mors Mor's Airship The Nautilus Train Auto-mobile Museum of London Catholic Church Elephant Gun Winchester Rifle Saber Sword Cane Service Revolvers Regeneration Double Agent Feign Death The Army Gentleman’s Club Unseen Attack Rip to Pieces Deduction Experience Morris Code Hunting Instincts Harpoon Gun British Secret Service Dangerous Company Inquiries Pugilist Compendious Knowledge Contacts Bravery Investigation Reconnaissance Disguises

Type C C C C C C C C C C C C C C C C C V V E V L L W W W W W E E E E E E E E E E E E E E E E E E E E E E

Notes: Fight +2 Track +3 Brawler, Hunter, Marksman Fight +4 Track +1 Brute, Brawler, Scientist Fight +1 Track +4 Detective, Scholar Fight +2 Track +1 Brawler, Marksman, Spy Fight +1 Track +2 Inventor, Marksman, Spy Fight +2 Track +1 Immortal, Swordsman Fight +2 Track +2 Brawler, Scholar, Holy, Hunter Fight +3 Track +3 Immortal, Vampire, Detective Fight +1 Track +2 Detective Fight +3 Track +1 Swordsman, Marksman Fight +2 Track +2 Brawler, Hunter Fight +3 Track +3 Spy Facilitator (He may not track or attack) Track +1 Traveler, Inventor Genius, Facilitator (He may not track or attack) Fight +1 Traveler, Brawler, Underling Fight +2 Track +2 Captain, Swordsman, Inventor C Fight +2 Track +1 Captain, Marksman Fight +2 Track +2 Vehicle Fight +2 Track +1 Vehicle Hero gets Track +2 Fight +1 Track +1 Vehicle Scholar Heroes get Track +1 Facilitator Marksman gets Fight +1 Marksman gets Fight +1 Swordsman gets Fight +1 Swordsman gets Fight +1 Hero gets Fight +1 Immortal gets Fight +2 Gain control of target Character Put Hero in discard into your hand Put 4 Soldier Tokens into play One Hero gets Force +2 in Assassin Phase Spy gets Fight +2 Brute or Vampire gets Fight +2 Detective gets Track +2 Hero gets Track +2 All your Heroes get Track +1 this turn Hunter gets Track +2 Inventor gets Fight +2 Draw 2 Cards Put any Hero in your deck into your hand Look at Opponent’s Hand Brawler gets Fight +2 Scholar or Scientist gets Track +2 Hero gains Track +2 Hero gets Fight +2 Detective gets Track +2 Look at Opponents Hand Detective or Spy gains Track +2

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Chainmail shirt Diversion Balloon Grapple Machete Agents of the Crown Artillery Arrive in Time

W E V V W E E E

Hero gets Fight +1 Hero gets Fight +2 Hero gets Track +1 Brawler gets Fight +2 Hero gets Fight +1 Put any Hero in your deck into your hand Unit gets Fight +2 Traveler or Vehicle gets Track +2

VILLAINS CARD LIST Card Name: Professor Moriarty Dr Fu-Man-Chu Dr Moreau Martian Invasion Count Dracula Robur, Master of the Air Dr Frankenstein Arliss Loveless Jack the Ripper 7 Deadly Brothers of Tabasco Werewolf Rasputin Guards Thugs Occidental Assassins Oriental Assassins Thugee Assassins African Assassins Trusted Lieutenant Flamethrower Tank (Landship) Giant Mechanical Spider Armored Train Ironclad Gunboat Machine Guns Body Armor Armored Suit Sabotage Foulest Treachery Blackmail Hypnotism Svengali Invisibility Formula Vampire Blood Elixir Dr Jekyll’s Formula Submarine Zeppelin Mechanic Tentacles Museum Robbery Steal Cavorite Bank Heist Nihilist Conspiracy Weapons Merchant Vile Scheme Start War Blow up City Assassinate Leader Laboratories Factories Industrial Complex Castle Stronghold Opulent Palace Island Hideaway

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Type M M M M M M M M C C C C E E C C C C C W C V V V W W W E E E E E E E E V V W P P P P P P P P P L L L L L L

Notes: Fight +1 Genius Scholar Fight +2 Doctor Generate Chinese Horde Tokens Fight +1 Doctor Generate Hybrid Tokens Fight +4 Generate Tripod Tokens Fight +4 Immortal Generate Vampire Tokens Fight +2 Generate Pirate Airship Tokens Fight +1 Doctor Generate Monster Tokens Fight +1 Inventor Generate Contraption Tokens Fight +2 Additional Fight +2 in Assassin Phase Fight +3 Swordsmen Fight +4 Immortal, Brute Fight +1 Immortal, Spy Put 4 Guard Tokens into play Put 4 Thug Tokens into play Fight +1 Additional Fight +1 in Assassin Phase Fight +1 Additional Fight +1 in Assassin Phase Fight +1 Additional Fight +1 in Assassin Phase Fight +1 Additional Fight +1 in Assassin Phase Fight +2 Unit gets Fight +1 Fight +3 Vehicle Fight +3 Vehicle Fight +1 Vehicle Fight +2 Vehicle Unit gets Fight +1 Unit gets Fight +1 Unit gets Fight +1 Opponent must discard 2 random cards from hand Take control of target Hero Take control of target Hero Take control of target Hero Take control of target Hero Unit gets Fight +2 Unit gets Fight +2 Unit gets Fight +2 Fight +1 Vehicle Fight +2 Vehicle Fight +1 (Attach to Vehicle) Minor Plot Minor Plot Minor Plot Minor Plot Minor Plot Minor Plot Major Plot Major Plot Major Plot Inventor Inventor Inventor Comes with 3 Guard Tokens Comes with 2 Guard Tokens Comes with 1 Guard Token

Criminal Empire Underworld Secret Society Opium Addiction Nemesis Giant Cannon Rockets Heat Rays Mohammedan Rabble Angry Mob Cutthroats Scandal Escape Pod Narrow Escape Shadows & Substance Shadow Boxing Espionage

L L L E E W E W E E E E E E E E E

Genius Spy Generate Fanatic Tokens Put Wound Counter on Hero Mastermind gets Fight +2 Unit gets Fight +1 Unit gets Fight +2 Unit gets Fight +1 3 Tokens attack in Assassin Phase 2 Tokens attack in Assassin Phase 1 Token attacks in Assassin Phase Put Hero back into owner’s hand Negate a Showdown Roll Negate a Showdown Roll Hero gets Track –2 Hero gets Track –2 Look at Opponent’s Hand

LINKS Fantastic, Mysterious, and Adventurous Victoriana LOEG Annotations LOEG Review LOEG Links Wold Newton Universe

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VIETNAM AIR FURY by Joe Nixon [email protected]

INTRODUCTION The following are changes in the Space Fury rules: 2. Detection Phase "cloaked" is to be considered "jamming radar". communication does not violate "jamming radar.

4. MOVEMENT PHASE Movement is based on the type of Aircraft. There is no concept of "Jump Drives" or "Jump points" in this game. 6. Missiles New Weapon AAMs: Last for 3 turns, They can be aimed at targets in a 60 degree arc extending from the front of the fighter.

FACTIONS (Allied) 1-3 US Air Forces 4 USMC Air 5-6 ARVN Airforce (Communist) 1-3 North Vietnamese Pilots 4-5 North Korean Pilots 6 Soviet Pilots

FIGHTER TYPES (WAS CONSTRUCTION) Each fighter comes "stock" and can be re-fitted as necessary on a cost table as below. FIGHTER COST ENHANCEMENTS 20 0 21 1 23 2 26 3 30 4 35 5 41 6 48 7 56 8 65 9 75 10

BASIC SYSTEMS All fighters have these systems built into their cost: Hull- Contains all other systems. Affords minimal protection. Base Armor Modifier = 0. Cockpit & Life support- 1 pilot or 2 pilots. All the Oxygen that maybe needed is provided. Fuel Injector (Reactor Core)-

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Fuel Reserve- Enough fuel for whatever the radius of flight is, in dogfights 10 miles of Fuel are lost every turn. Power grid- Distributes power to all systems. Standard Engine- Base Speed = 4. Directional thrusters- Base Maneuver Modifier = 0. Central Computer- Controls all systems. Targeting- Base To Hit Modifier = 0. Pilot may fire at one target per turn. Radar(Sensors)- Passive & Active. Used for detection, targeting, and navigation. Weapon- see individual fighter listing. CONSOLIDATION The Two Weapons Table's have combined and the same for the Special Systems/Enhancement systems. PRIMARY ENHANCEMENTS\Systems TABLE D10 ENHANCEMENTS NOTES 1 Targeting +1 ToHit Modifier +1 with one weapon vs one target 3 Radar-Jamming Device Cost =2 Enhancements; Ship may Cloak 2 Ejection Seat If fighter explodes, pilot escapes on a parachute on a roll of 1-3 2 Speed +1 3 Maneuver +1 Base Maneuver Modifier +1 7 Armor +1 Base Armor Modifier +1 8 reroll &&&&&&& 4 Jammer Missiles are -1 To Hit this fighter or any adj. fighters 5 Scanners Enhanced Sensors; Detection +2, Detection Range +10 7 Copilot Cockpit accomadations & Life support for a copilot 8 Afterburner Speed +4; can be used once; Costs 1 to replace

WEAPON TABLE All guns contain enough ammo or active materials to fire about 50 times D10 SYSTEM NOTES 1 Multiple Linked MG cannons Range =3, Damage +1, ToHit +1, Gun 4 1 Missile Speed =6, Maneuver +4, ToHit +1, Damage +4 X 1 AAM Speed =6, Maneuver +4, ToHit +1, Damage +4 SAM Speed=5, Manuever +3, Damage +10 Bombs To Hit Ground Target+1 Damage+10 5 MG Range =5, Damage +0, ToHit +0 4 Vulcan Gun Range =2, Damage +2, ToHit +1; HE shells 6 Rocket Pod Range =6, Damage +2, ToHit +0; Contains 4 Rockets; 1-4 may be fired at one time 8 Nuclear Missile Cost =2 Enhancements, Like normal missile but Damage +25 MiG-17=4 F-100D=5 F-105D=8 F-4E"Phantom" Movement 8 Manuver+2 Guns: Vulcan Missle: 4 AAM 5 other hardpoints: Targeting +1, Copilot, and usually some jammers MiG-17"Fresco" Movement 4 Manuver+4 Missile Guns: Linked Cannon ***

DAMAGE ROLL MODIFIERS Attackers Weapon Bonuses +X

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Defending fighter Armor Enhancement -1 Defenders Accumulated Structural Damage +X

BASIC SYSTEM DESTROYED TABLE D10 1 2 3 4 5 6 7 8 9 10

SYSTEM Cockpit Oxygen Communications Radar Hole in wing! Fuel Reserve Fuel Injector Power Grid Computer Reroll

RESULT Pilot Killed Pilot Killed Detection -2 ToHit -2, Detection -4 Maneuver -1 Ship Explodes Ship Explodes Permanent System shock ToHit -2, Detection -2, Maneuver -1

TYPES OF PLAY 3. ScenariosOperation BOLO(1965)was probably the greatest single air battle of the war. Involving over 50 F-4s against MiGs. Tran Hoa Bridge(1972) F4s- Repeatedly flew into the Dragons Jaw to destory named bridge with Guided missiles. 4. Campaign Missions- This is several connected scenarios where the results of one scenario affect the next scenario. This level of play requires a gamemaster. Multiple playing Sessions. 5. Roleplaying- The gamemaster will have to develop nonpiloting skills and quirks. Adventure possibilities may include a pilot being shot down and rescued, training ARVN, missions into Laos, supporting the special forces. Non-aircraft involved missions could involve fooling around in Saigon, the Air Base under attack by ground forces, etc. Check out this Vietnam Gaming Site

Return to Space Fury

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VIKING LOOT Players control Viking clans that raid settlements on the Mainland. The player with the most loot at the end of 20 turns is the winner. Viking Units Cost Move Attk Carry Notes Long Ship 4 4 4 Dragon Ship 7 5 6 Scout 2 3 2 Vikings 2 2 4 Berserkers 3 2 6 Chieftan 2 All units in stack get +1 Attack Mainland Units Table D6 Type Attk 1-3 Peasant Militia 1 4-5 Men at Arms 3 6 Knights 5

The Map Use a Hex map. Units are represented by counters. The Viking villages are located on seperate Islands north of the mainland. Draw only the contours of the landmasses. The contents will be determined by the Exploration Table. Be sure to include several Bays and rivers that penetrate into the mainland. Viking Villages must be adjacent to water for the construction of ships. Exploration Table D6 Terrain Notes 1-3 Wilderness Requires 1 move point to enter 4-5 Rough Requires 2 move points to enter 6 Settlement Mainland Settlements Table 1D10 Type Psnts M@A Knghts Walls Loot 1-2 Farm 1 0 0 0 1D6 3-5 Village 3 1 0 0 3D6 6 Church 2 0 0 0 2D6 7-8 Town 4 4 1 1 6D6 9 Castle 2 0 3 3 6D6 10 City 0 6 2 2 10D6 Turn Sequence 1. Planning- Roll high to determine who goes first 2. Fate- Roll on Event Table 3. Movement- Boarding or unboarding costs the ship one move point and other units all of their move points 4. Exploration- Roll on the Exploration Table for every unexplored Hex adjacent to a Viking unit 5. Battle- Collect Loot if all defenders of a settlement are defeated 6. Recruit- New units appear in Home Village 7. Replenish & Rebuild- On the turns after being looted a settlement will rebuild on a roll of 1 on D6 Battle Each unit has an attack value. Add these to get each sides attack total. Each side rolls dice equal to their attack total. Each roll of 1 causes 1 casualty. Walls are the first casualties. Looting is done at the end of the battle if there are no defenders left. Stacking 1 Ship per hex. Up to 10 Vikings per hex. A stack of units is known as a raiding party. Chieftan The chieftan is the last unit in a hex to be killed. If killed, any one nonship unit that player controls becomes the next chieftan. Settlement Tactics

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Peasants are killed before Men at Arms, and Men at Arms are killed before Knights. If both sides kill each other off, the settlement wins. Settlements can only replenish or rebuild if no Vikings are adjacent. If a settlement won a battle but suffered casualties, those loses will be replenished at the end of the turn. Event Table D10 Event Notes 1 Plague Random settlement destroyed. It may rebuild later 2 Storm at Sea Random Ship you control sinks 3 Patrol Random Party you control encounters 1D6 Random Mainland units 4-5 Difficulties Random Party you control may not move or attack this turn 6-7 Godspeed Random Party you control gets to move twice this turn 8-0 No Event

Loot Loot must be returned to the Viking village for it to count or to be used. Use seperate counters to indicate stashes of Loot. Viking Villages The Viking Villages generate 1 Loot per Turn in Recruit Pahse. Viking Players start with a Chieftan and 4D6 Loot. Vikings may not attack each other. They may cooperate on Raids. Optional Hostile Clans Variant Vikings may attack each other. Each village also starts with 10 Viking Defenders who may not leave their home Island. Lone Scouts cannot be attacked.

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VOYAGE OF SINBAD INTRODUCTION Scenario for WarpQuest. Click here for the WarpQuest Core Rules. Each player is an Arabian Swashbuckler Captain in search of Adventure & Fortune.

THE SCENARIO The map spaces represent distance and time. There is only one Module. The track is 30 spaces long. The “Artifact” is a Magic Potion that will restore Prince Kassim to his human Form. The Potion must be obtained and returned.

CAPTAIN ATTRIBUTES Each Captain has 7 Skills and a crew of 7 Men. Roll on the Captains Skill Table to see what Skills you get. Each skill corresponds to one type of Challenge Roll.

CAPTAINS SKILL TABLE 1D6 1 2-4 5 6

Skills (Challenge): Sailing +1 Fighting +1 Crew +1 Wits +1

CHALLENGES If you fail a Wit or Fighting challenge you lose 1 Crewmember. If you are ever reduced to zero Crew you automatically loose. If you fail a sailing challenge go back 1D6 spaces.

FIGHTING If you lose a fight with another players Pawn you lose a Crewmember and must turn over the Potion if you have it.

CARD LIST Name Pirates Spears Queen Zenobia Giant Bee Centaur Cyclops Dragon Guardian Giant Crossbow Magician Melanthius Animated Figurehead Ghouls

Challenge: Fighting Aid: Fighting +1 Wits Fighting Fighting Fighting Fighting. DM +1 Aid: Fighting +1 Aid: Wits +1 Fighting Fighting

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Crush Under Pillar Griffon Ally Saber Tooth Tiger Troglodyte Ally Homonicus Spy Giant Octopus Six-Armed Statue of Kali Push Off Ledge Minoton Sword Fighting Skeletons Roc Serpent Woman Giant Walrus Raging Seas Lost at Sea Ice Bergs Underground River Navigational Charts Secret Passage Maze Transformation Spell

Aid: Fighting +3 Aid: Fighting +2 Fighting Aid: Fighting +2 Wits Fighting Fighting. DM +1 Aid: Fighting +3 Fighting Fighting Wits Fighting Fighting Sailing Sailing Sailing Sailing Aid: Sailing +1 Wits Wits Wits

LINKS For Graphics of the above Creatures go here

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WAR FAIR INTRODUCTION 2-6 player Card Game.Players are Arms Dealers out to make big profits.

OBJECT Have the most money at the end of the game.

THE DECK There are 76 cards in the deck.There are 5 types of cards: Weapons, Sellers, Buyers, Interception, Evasion

OTHER MATERIAL Use play money to represent profits.

SETUP Each player starts with 5 cards.Randomly determine turn order.

TURN SEQUENCE Players take turns.Draw PhaseDeal PhaseIntercept PhaseProfit Phase

DRAW PHASE Draw one card.If there are no cards left in the deck, the game is over.You can have a maximum of 7 cards in your hand. Discard excess cards.

DEAL PHASE You may trade cards with other players.You may pass the rest of the turn or lay down a 'Deal' face up.A deal must include a seller card, a buyer card, and one or more Weapons cards of the same type.

INTERCEPT PHASE Other players may play Intercept cards from their hands.You may play Evasion cards from your hand to counter the Intercept cards on a one to one basis. If more Intercept cards are played than Evasion cards, the Deal is discarded and the profit phase is skipped.

PROFIT PHASE If your deal was not intercepted you make a profit equal to the progression table incorporated into the Weapon card list.For example: If your deal had one Chemical card you would make $5.If your deal had 4 Missile cards you would make $110.Some buyers and sellers will increase or decrease your profits.Discard your deal and draw one card.

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WEAPON CARD LIST Weapon Type: # 1 Chemical 9 5 Biological 8 10 Conventional 10 15 Missile 7 20 Nuclear 6 25 # = Number of that card in the

2 15 25 35 45 55 deck.

3 30 45 60 75 90

SELLER CARD LIST Country: USA USSR China France UK

# 4 3 1 2 2

Profit +10% -10% -10% -----

Cannot Sell to: Iraq Afghanistan North Korea Angola --

BUYER CARD LIST Country: India Iraq Afghanistan Iran North Korea Angola

# 2 2 2 2 2 2

Profit +10% ---------10%

INTERCEPTION CARD LIST Agency: CIA FBI Interpol

# 2 2 2

Cannot be Evaded by: Front Company Staging Post Diplomatic Immunity

EVASION CARD LIST Ploy: Staging Post Front Company Diplomatic Immunity

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# 2 2 2

4 50 70 90 110 130

5 75 100 125 150 175

WAR FOR ATLANTIS INTRODUCTION One player takes the side of the Atlanteans. The other player takes command of the combined Armies of the Five Foes of Atlantis.

MAP & CHITS Use a large hex grid The center area is the continent of Atlantis surrounded by water The main city of Atlantis is walled and occupies many hexes A thin border of land on the outer edges of the map is the homelands of the enemies. The Barbarians are to the north & northwest The Greeks are to the northeast & east The Egyptians are southeast The Africans are south & southwest The Lemurians are west Chits will have to be made for all the units & all the spells

VICTORY The The the The

Atlanteans are victorious if they destroy their enemies completely. Five Foes win if they destroy all the Atlanteans or a have a spellcaster cast cataclysm spell in the Temple of Posideon. Atlanteans win a minor victory if there is no winner after 20 turns.

SETUP Around 10 Six sided (10D6) dice are needed. Set aside a pile of spell chits. All Five Foes start with all their units in their respective Homelands. The Atlantean units are clustered near the main city. Major sites within Atlantis include the Ports, the Temple of Posideon, the Dragon Roosts, the College of Wizards, the Palace, the Workshops, the Mazes, the Barracks, and the Bazaar, among others.

UNIT DESCRIPTIONS # = Number of such units in the game POW = Power points MOV = Movement points C = Carry 1 unit C2= Carry 2 Units R = Ranged Attack up to two hexes away R3 = Ranged Attack up to three hexes away 3/2R = 3 Power points in Melee or when defending, 2 Power points when making a ranged attack W = Water units. These units must remain in water hexes (W) = Swimmers. These units may move in water or on land F = These units can fly. They may end their move over water M = Mage. Can cast Mage spells and General spells P = Priest. Can cast Priest spells and General spells Breach = Unit automatically moves through walls destroying them

ATLANTEAN FORCES 2121

UNIT City Elders Crystal Ships Battle Mages Bright Warriors Priests of Light Home Guard Archers Guardian Statues Dragon Riders Lord of Atlantis Flying Machines Colossus Merfolk Minotaurs Lens Towers

# 1 4 4 4 4 6 6 4 4 1 3 1 4 2 8 Create

POW MOV 1M 1 3 3WC2 2M 1 4 2 1P 1 2 1 2R 1 4 1 5 4F 4MP 4F 3 4FC 6 2 2 2W 3 1 3R3 0 deadly beams of

NOTES

Militia Must remain within 3 hexes of the city King Minos; A powerful Demigod Breach Minor Allies Minor Allies Located on edges of city; Light & Heat

LEMURIAN FORCES UNIT Sorcerers Demon Horde War Galleys Chaos Warriors Devil Worshippers Horse Archers Stygian Rafts Beast Men Evil High Priests Winged Demons Black Tentacles Juggernaught Great Catapult

# 1 1 2 1 1 1 3 1 1 1 1 1 1 attack;

POW 1M 5 3 3 2 2R 1 2 1P 3 6 5 XR3 Cannot

MOV NOTES 1 Creators of the Cataclysm spell 1 2WC2 1 1 3 1W3 2 1 4F 1W 2C Breach 1 Power Points = 1D6-1; Reroll for each move & attack

POW 1M 4 4M 2 3 4 3 1P 2/1R 1 3 2 2 3 3 3

MOV 1 1 5F 4FC2 2 1 2WC3 1 1 1 3 1 1 1 2 4F

POW 3 2R 1R

MOV 1 1 2

EGYPTIAN FORCES UNIT Priests of Osiris Legions of the Dead Djinn Barge of Ptah Minions of Set Mummies War Barges Priests of Ra Spearmen Slave Masters Chariots Cultists Assassins Scorpion Men War Cats of Bast Sphinx

# 1 1 1 1 1 1 3 1 1 1 1 1 1 1 1 1

NOTES

+2 Power points to Defense Rolls

Followers of Horus the Avenger +2 Power Points if they attack alone

GREEK FORCES UNIT Spartan Hoplites Athenian Archers Ionian Javalineers

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# 1 1 1

NOTES

Macedonian Phlanx 1 3 Pagan Priests 1 1P Oracle 1 1M Biremes 3 2 Triremes 2 3 Greek Fire Thrower 1 3R Pegasai 1 2 Cyclops 1 3 Medusa 1 5 Centaurs 1 2R Trojan Horse 1 1 The Horse cannot be attacked until it attack

1 1 1 3WC2 2WC3 1 4FC 2 Breach 1 3C 2C2 Cannot Attack enters the city or any units it is carrying

BARBARIAN FORCES UNIT Naked Warriors Berserkers Raiders Longboats Drakkars Druids Warlock The Wild Hunt Lycanthropes Giants Valkyries Great Battering Ram

# POW MOV 1 2 2 1 2 1 1 2R 2 3 2 3WC2 2 3 2WC2 1 2P 2 1 2M 2 1 4 4 1 4 2 1 4/3R 2 1 2 4F 1 3 1 which it automatically

NOTES +2 Power Points when Attacking

Breach, Throw Boulders Can only attack walls, gates, & towers destroys

AFRICAN FORCES UNIT Shaman Witch Doctors Naga Snake Men Winged Apes Savages Amazons Cannibals Head Hunters Pygmies Numidean Horsemen War Elephants Giant Snake Giant Sea Turtles

# 1 1 1 1 1 1 1 1 1 1 1 1 2

POW 1M 1P 4 2 3 3/2R 2 2 2/1R 2 2 4 3

MOV 1 1 1(W) 3F 2 2 1 1 1 3 2C 1(W) 2WC4

NOTES

Blowguns +1 Power Points when Attacking +3 Power Points when Defending

TURN SEQUENCE Draw Phase Movement Phase Attack Phase

DRAW PHASE Each player draws to replenish a max hand of 7 spell chits Unflip and unrotate unit chits

MOVEMENT PHASE 2123

Players take turns moving units until all units have moved once Rotate chits to indicate that they have moved The Foes of Atlantis move first Units may move up to a number of hexes equal to their movement rate W = Water units. These units must remain in water hexes (W) = Swimmers. These units may move in water or on land F = These units can fly. They may end their move over water All other units are automatically considered to be land units

STACKING & CARRYING Only one unit per space unless it is carrying other units Carried units attack at -1 Power to a minimum of 1 Carried units cannot be attacked If a unit is destroyed all units it is carrying are also destroyed Units carrying other units cannot be carried

ATTACK PHASE Players take turns attacking target units until all units have attacked The Atlantean player attacks first Units may combine their attacks against a single target Units can attack targets in an adjacent hex Units with ranged attacks can target defenders within two hexes The attacker rolls 1D6 for every point of power used in the attack. This is the attack roll. The defending unit rolls 1D6 for each of its power points. This is the defense roll If the attackers total is higher the target is destroyed, otherwise the defender survives. Spells may contribute power points to the attackers or the defenders Flip chits to indicate that they have attacked or cast spells

TERRAIN Even with penalties the minimum movement rate = 1hex per turn. Water = Costs 1 Move point to enter. Treacherous Water = Shallows, Reefs, Rocks, Whirlpools. Costs 2 Move points to enter. Clear = Costs 1 Move point to enter. City spaces = Costs 2 Move points to enter. +1 Power to defense rolls for Atlantean units. Forest = Costs 2 Move points to enter. +1 Power to defense rolls. Mountains = Costs 3 Move points to enter. +1 Power to defense rolls. Rivers = Seperate Adjacent hexes. Costs 2 Move points to cross. Units being attacked from across a river get +2 Power to defense rolls. Walls = Seperate Adjacent hexes. Costs 3 Move points to cross a wall. Atlantean units being attacked from across a wall get +2 Power to defense rolls. Flyers do not recieve move penalties

SPELLS The spell pile mix should be 1 chit for each of the spells listed below. There are 3 types of spells: Mage, Priest, & General. Mage units can cast Mage or General spells. Priest units can cast Priest or General spells. A unit can cast one spell per turn. Each player has a hand of 7 spell chits they replenish in Draw Phase. A player casts a spell from his hand through a spellcasting unit he controls. Once spells are cast they are discarded unless they are to be used as markers. Use the spell chit to represent a unit created by the spell. Unless otherwise noted spell have a range of 2 hexes.

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SPELLS

NOTES

Shield Unit gets +3 Power Points on Defense roll. Cast at beg. of Battle phase Haste Unit gets +2 Move Points. Cast at beginning of move phase Fly Unit Flies at Move Points = 4 this turn. Cast at beginning of move phase Hold Unit cannot move this turn. Cast at beginning of move phase Aid Unit gets +2 Power Points. Cast at beginning of Battle phase Inspire All adjacent friendly units get +1 Power points this turn. Battle phase Rage Unit gets +3 Power Points on Attack roll. Cast at beg. of Battle phase Fireball A Range = 2 attack for 4 Power Points Lightning Bolt A Range = 3 attack for 3 Power Points Distract Unit cannot attack. Range = 3. Cast at beginning of Battle phase Invulnerability Unit cannot be Destroyed. Cast at beginning of Battle phase Negate Negate the effect of spell just cast within 3 hexes Mesmerize All adjacent enemy units cannot attack. Cast at beginning of Battle phase Death Spell Caster gets +5 Power points to Attack roll Winds Negate all nonmagical ranged atks vs target. Cast before Def. roll made Whirlpool A Range = 3 attack for 4 Power Points vs a water unit Wall of Fire No unit may enter 1-3 adjacent target hexes targeted by caster within 3 hexes of caster. Cast at beginning of move phase Raise Dead Unit just killed becomes undead under your control; Power Points -1. Cast after Defense roll made Earthquake 3 Adjacent hexes within 3 hexes of caster. Ground units in these hexes attacked for 2 Power Points Tidal Wave Water unit or unit in coastal hex attacked for 4 Power Points Flood 3 Adjacent hexes within 3 hexes of caster. Ground units in these hexes may not move. Cast at beginning of move phase Poison Gases Unit -2 Power Points. Cast at beginning of Battle phase Summon Move any Friendly unit from anywhere adjacent to caster Teleport Caster or Friendly unit adjacent to caster can move to any empty hex Control Take control of unit this turn. Cast at beginning of Battle phase Luck Cause Attack or Defense roll just made to be rerolled Antimagic Both players must discard their spells. Cast any time Fear Move enemy unit. Unit cannot end move adjacent to one of yor units. Cast in move phase before unit moves

MAGE SPELLS Earth Elemental Creates a Water Elemental Creates a Air Elemental Creates a Fire Elemental Creates a Lasts 3 turns, Cannot be Illusion Creates a turns, Destroyed if Attacked

Unit adj to caster: Power Points = 4, Unit adj to caster: Power Points = 3, Unit adj to caster: Power Points = 3, Unit adjacent to caster: Power Points transported Unit adj to caster: Power Points = 3,

Move Move Move = 4,

=1, Lasts 3 turns =3W, Lasts 3 turns =5F, Lasts 3 turns Move =2,

Move =5F, Lasts 2

PRIEST SPELLS Ressurrection Reincarnate Golem Sanctuary Commune

Unit not destroyed. Cast after Defense roll made Put unit from discard pile into play adjacent to caster Creates a Unit adjacent to caster: Power Points = 3, Move =1 Unit cannot attack or be attacked. Cast at beginning of Battle phase Discard spells and draw seven new spells

GAME DESIGNERS NOTES The Atlanteans have the advantage of being centralized and on the defense. The Foes have more units but they are spread out and have to cross the water barrier.

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WAR HAMMER SPACE EMPIRES INTRODUCTION War Hammer 40K Theme. Module for the Warp Empires system. You must use the Warp Empires system to play this game.

MAP Deep Space with planets.

VICTORY You win if you capture over 80% of the planets on the map.

SETUP Each side starts with a Homeworld with 8 random space units and 12 random ground units.

UNIT TYPES L S G I A V R F T P

= = = = = = = = = =

Leaders Space (or Ships) Ground (All units except Space units) Infantry Artillery Vehicles Stealth (Scouts, Recon, Assassins, Diggers) Fast (Flyers, Skimmers, Bikes, Racers) Titans Psychic

ACTION DECK Players share a common Action deck (at bottom of page).

REVENUE PHASE Poor Planets produce a Revenue = 1 Rich Planets produce a Revenue = 3 Homeworlds produce a Revenue = 5

RECRUIT PHASE Poor Planets can recruit a maximum of 1 ground unit per turn. Rich Planets can recruit a maximum of 3 units (ground & space) per turn. Homeworlds can recruit a maximum of 5 units per turn. Leaders only cost half their force.

MOVE PHASE 2126

Ground units may travel through space, they are considered to be on their own Space Transports. Transports and other space units, unless otherwise stated, move at medium speed (2 spaces per turn). A ground unit upon entering a planet space with no enemy ships automatically lands on its surface. If there are enemy ships present, resolve the space battle. If the transport survives, it then lands on the planet.

BATTLE PHASE Resolve Space battles before planet based ground battles. Ground units in Space transports have a Force = zero and cannot get card bonuses. In a space battle, space units must be taken as casualties before transports. Note: A Space unit vs all transports will always win the battle and will take no casualties. If a Planetary Invasion force includes Space units, they may partake in the battle by bombardment. Bombarding ships only apply half their Force, and are the last units to be lost as casualties. The Leader bonus rule applies to space combat.

ORK UNIT LIST Unit Name: #/Speed Bad Moonz Ork Boyz 2 Death Skulls Ork Boyz 2 Snakebites Ork Boyz 2 Goffs Ork Boyz 2 Blood Axes Ork Boyz 2 Evil Sunz Ork Boyz 2 Bikeboyz 1F Boarboyz 1 Wildboyz 1 Stormboyz 1 Madboyz 1 Nobz 1 Warboss 1 Warlord 1 Ghazghkull Thraka 1 Gretchin Mob 1 Ork Freeboterz 1 Battlewagons 1F War Buggys 1F Traktor Kannons 1 Lungburstas 1 Gutrippas 1 Giblet Grinda BF 1 Skullhamma BF 1 Bonecrunchers 1 Bonebreakers 1 Braincrushas 1 Evil Sunz Bowel Burnas 1F Evil Sunz Gobsmashas 1F Mekboy Speedstas 1F Mekboy Dragsters 1F Nobz Warbikes 1F Evil Sunz Spleenrippas 1F Wartracks 1F Bubble Chukka Speedstas Mekboy Tinbotz 1 Evil Sunz Scorchers 1F Ork Dreadnaughts 1 Squig Katapults 1

Type I I I I I I V R I I I L L L L I I V V A V V V V V V V V V V V VL V V 1F I V I A

Force 2 2 2 2 2 2 1 1 2 2 2 3 4 5 6 1 2 3 2 3 3 3 4 4 2 3 3 3 3 2 2 2 2 1 V 3 3 4 2

Notes

3

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Mekboy Pulsa Rokkits Snakebite Squiggoths Hop Splat Guns Shokk Attack Guns Stompers Weirdboy Battle Tower Great Gargant Slasher Gargant Mekboy Gargant Boss Dreadnaught Nobz Hulk Mekboy Battle Barge Ork Warship Freeboterz Corsair BF = Battle Fortress

1 1 1 1 1 1 1 1 1 2 4 6 8 10

A V A A I VP T T T S S S S SR

5 3 3 4 5 2 10 8 6 10 8 6 4 2

IMPERIAL DECK UNIT CARD LIST Unit Name: #/Speed Land Raiders 1 Rhinos 1F Predator Tanks 1F Vindicators 1 Whirlwinds 1 Land Speeders 1F Leman Russ Tanks 1 Basilisks 1 Bombards 1 Manticores 1 Deathstrikes 1 Shadow Sword SHT 1 Bane Blade SHT 1 Storm Blade SHT 1 Termites 1 Moles 1 Hellbores 1 Hellhound Firethrowers 1 Assault Landing Pods 1F Support Landing Pods 1 Deathwind Pods 1 Gorgon SHT 1 Capitol Imperialis 1 Tactical Marines 1 Assault Marines 1 Devastator Marines 1 Marine Scouts 1 Ultramarines 1 Space Wolf Marines 1 Blood Angel Marines 1 Terminators 1 Space Marine HQ 1 Space Marine Chaplain 1 Space Marine Librarian 1 Imperial Troops 1 Imperial Assault Troops Imperial Support Troops Imperial Bike 1F Imperial Assassin 1 Ogryns 1 Ratling Snipers 1 Rough Riders 1 Commissar 1 Commissar Yarrick 1 Dreadnaughts 1 Robots 1

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Type V V V V A V V A A A A V V V VR VR VR V I A A V LV I I I R I I I I L LP LP I 1 1 V R I R R L L I I

Force 3 1 3 2 1 1 3 1 2 3 4 6 5 7 1 2 3 3 1 2 3 5 6 2 3 4 2 3 3 3 5 1 2 3 1 I I 1 3 3 2 1 2 5 5 2

2 3

Rapiers Tarantulas Mole Mortars Thudd Guns Sentinels Warlord Titan Reaver Titan Warhound Scout Titan Emperor Capital Ship Gothic Battleship Firestorm Cruiser Thunderbolt Cruiser Cobra Destroyer SHT = Super Heavy Tank

1 1 1 1 1F 1 1 1F 2 4 6 8 10F

A A AR A V T T T S S S S S

2 2 1 1 3 10 8 6 10 8 6 4 2

ELDAR UNIT CARD LIST Unit Name: Guardians Ulthwe Black Guardians Scouts Alaitoc Scouts Swooping Hawks Dire Avengers Biel-Tan Avengers Dark Reapers Fire Dragons Howling Banshees Striking Scorpions Warlock Exarch Avatar Harlequins Eldar Jet Bikes Saim-Hann Wild Riders Vyper Jet Bikes Falcon Grav Tanks Wave Serpents Warp Hunters Deathstalkers Tempests Doomweavers War Walkers Dreadnaughts Wraithguards Iyanden Ghost Warriors Vibrocannons Antigrav Lascannons Warlock Titan Phantom Titan Revenant Scout Titan Void Stalker Wraithship Shadow Hunter Eclipse Cruiser Hellbore Escort

#/Speed 2 1 2 1 2F 2 1 2 2 2 2 1 1 1 2 2F 1F 2F 2F 2F 2F 2F 2 2 2 2 1 1 2 2 1 1 1 2 4 6 8 10F

Type I I R R I I I I I I I LP LP LP I VR V VR V V V V V A I I I I A A T T T S S S S S

Force 1 1 1 1 1 2 2 3 3 4 4 2 5 6 3 1 1 2 3 3 3 5 4 4 3 3 2 2 2 3 10 8 6 10 8 6 4 2

TYRANID HIVE UNIT LIST Unit Name: Genestealer Cultists Hybrid Genestealers Genestealers Genestealer Magus

#/Speed 4 2 4 2

Type I I I LP

Force 1 2 3 1

Notes

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Devourer Swarm Biovore Carniflex Dactylis Dominatrix Exocrine Gargoyles Harridan Haruspex Hive Tyrant Hormagaunts Lictors Zoats Malefactor Mycetic Spores Termagants Trygon Tyranid Warriors Zoanthrope Hierophant Bio-Titan Hierodule Bio-Titan Hierozoan Bio-Titan Hive Ship Dark Prowler Void Fiend Kraken Wardrones Action Deck Card List Card Name: Tactical Move Operational Move Strategic Move Leadership Space Combat Fighter Escort Hold Ground Barrage Massed Armor Surprise Titan Attack Psionic Storm Outflank Recon Intelligence Terraform Industrialization Decoy Force

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2 2 2 2 2 2 2F 1F 2 1 4 2 2 2 2 4 2 2 2 1 1 1 2 4 6 8 10F

R A I A AP A I V V LP I I I V A I V I V T T T S S S S S

1 4 5 2 6 3 1 5 4 5 1 3 2 3 1 1 4 4 2 10 8 6 10 8 6 4 2

# 12 6 3 2 2 2 2 2 2 2 2 2 2 2 2 1 1 2

Effect: Move 1 Stack Move 2 Stacks Move 3 Stacks All your Leaders get Force +5 One of your Space Units gets Force +5 One of your Space Units & Transports gets Force +5 All your Infantry get Force +5 All your Artillery Units get Force +5 All your Vehicles get Force +5 All your Stealth Units get Force +5 All your Titans get Force +5 All your Psychic Units get Force +5 All your Fast Units get Force +5 Look at target stack Look at opponents hand Pay 10: Upgrade a poor world to a rich world Pay 10: Upgrade a rich world to a Homeworld Negate Move by target stack

WAR IN HELL INTRODUCTION 2 Player Card game. Diabolic Fantasy theme The Arch Devils Intrigue and do battle to control the 9 Planes of Hell. Each player controls a Faction of Arch Devils.

VICTORY Control all 9 Planes of Hell

THE BOARD Place 9 (Finely Illustrated) cards in a row. Each card represents one of the Planes of Hell from 1 (highest) to 9 (lowest).

THE DECK Players share a common deck Arch Devils and Dukes of Hell are considered to be Leaders. Lesser & Greater Devil cards & Monster cards are considered to be Legions. Legions & Leaders are Units. A Leader with attached Legions is referred to as an Army. A Stack is a Leader with or without attached cards. A Host refers to all the units of a player in the same Plane.

MARKERS Each player gets a set of markers of a unique color. These are used to mark control of Planes and Units.

SETUP Each player draws 9 cards. Discard & redraw if you did not draw at least 1 Arch Devil. No Units may move until each player has had 1 turn.

TURN SEQUENCE Players take turns. Each turn has 7 Phases: Summon Phase Host Phase Intrigue Phase Gate Phase Battle Phase Reinforcement Phase Control Phase

SUMMON PHASE 2131

Draw 3 cards.

HOST PHASE You may put Leaders & Legions face up into Play from your hand. Arch Devils must start on their Home plane. (Each of the 9 Arch-Devils control 1 Plane of Hell) You cannot play an Arch Devil if an opponent controls its Home Plane. Dukes of Hell may start in any plane you control. Legions are attached (Stacked with) to Leaders you control. Place a control marker on your Stacks to indicate ownership.

INTRIGUE PHASE Each player gets 100 Intrigue points. Players use these points to secretly bid on every Leader in Play. Your Bids on Leaders you already control are worth double. Bids are revealed simultaneously. Players gain control of those Leaders they won the bid for. (You get the Leader & all attached cards.) Replace control markers as required. If tied, flip a coin. Leaders lost to Intrigue are called Traitors.

GATE PHASE Each of your Armies may move 1 Plane higher or lower. A Leader without attached Legions may be moved to any Plane.

BATTLE PHASE The current player is the Attacker. Other players are Defenders. Battle occurs when opposing units occupy the same Plane. Every unit has a Force value. Each player adds up the Total Force value of all their units in the Plane. Players may play Event cards to increase their sides Total Force value. The side with the lower Force value is completely destroyed (discarded) The side with the higher Force Total gets to keep units with a Force Total equal to or less than the difference between the Totals. The Winner always gets to keep at least 1 Unit (a Leader) Legions, if attached to a General for that type, get Force +3. An Army with Flyers gets Force +5 if facing a Host with no Flyers.

REINFORCEMENT PHASE Each of your Armies may move 1 Plane higher or lower. A Leader without attached Legions may be moved to any Plane. Units may not move into Planes occupied by enemy units. You may put Leaders & Legions face up into Play from your hand. Arch Devils must start on their Home plane. You cannot play an Arch Devil if an opponent controls its Home Plane. Dukes of Hell may start in any plane you control. Legions (& Relics) are attached (Stacked with) to Leaders you control.

CONTROL PHASE Max hand size is 9 cards. Discard excess cards. Put a Control marker on any Plane you occupy (Remove enemy marker).

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CARD LIST NOTATION A D G L E

= = = = =

Arch Devil Duke of Hell Greater Devil Lesser Devil Event

CARD LIST Card Name: Asmodeus Baalzebul Tiamat Geryon Dispater Belial Mephistopheles Moloch Mammon Amon Arioch Bael Hutijin Titivilus Glasya Gorson Alastor Tartach Neabaz Phongor Moloch Pit Fiends Ice Devils Bone Devils Horned Devils Dragons Lemures Scaly Devils Bearded Devils Spined Devils Barbed Devils Erinyes Hell Hounds Nupperibos Surprise Overrun Outflank Powerful Magic Slaughter Treachery Spies Summon Divination

# 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 3 3 3 3 2 3 3 3 3 3 3 3 3 2 2 2 2 2 10 4 4 4

Type A A A A A A A A A D D D D D D D D D D D D G G G G G L L L L L L L L E E E E E E E E E

Force 20 17 13 14 15 16 19 13 14 13 12 10 11 8 7 9 8 7 8 9 10 13 11 10 9 10 3 6 7 3 8 4 5 2 12 10 6 8 4 -

Notes: General: Pit Fiends General: Hell Hounds General: Dragons General: Bone Devils General: Erinyes General: Scaly Devils General: Ice Devils General: Horned Devils General: Barbed Devils General: Bone Devils Avenger: Force +5 vs Traitor General: Barbed Devils General: Pit Fiends Messenger: Can Move any Time Consort: Arch Devil gets +5 Bailiff: Force +5 if Defender Executioner: Force +5 vs Duke Legate: Intrigue Points +5 Herald: Delay Inquisitor: Spy Viceroy: Summons Flying Flying Flying Flying Flying Flying

Worth 10 Intrigue Points Look at Opponents Hand Draw 3 cards Look at next 10 cards in Deck

LEADER POWERS Spy = Look at opponents hand once on your turn Delay = Negate move of target enemy army in adjacent Plane Summons = Draw 1 card and discard 1 card once on your turn Lies = Discard 1 card to make opponent Discard 1 random card Destroyer = Destroy 1 Opposing Legion at start of Battle Weakness = All opposing Legions are –1 Force

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General = Attached Legions of the said type get Force +3

ARCH DEVILS Name: Tiamat Dispater Mammon Belial Geryon Moloch Baalzebul Mephistopheles Asmodeus

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Level 1 2 3 4 5 6 7 8 9

Plane Avernus Dis Minauros Phlegethos Stygia Malbolge Maladomini Caina Nessus

Powers: Destroyer Summons Weakness Force +5 vs Duke Force +5 if Defending Force +5 if Attacking Lies Intrigue +5 Delay

WAR OF INDEPENDENCE INTRODUCTION American Revolution Theme. Module for the Warp Empires system. You must use the Warp Empires system to play this game.

MAP Depicts the original 13 colonies plus Canada. Each colony is divided into several territories. Each inland territory generates 1 revenue point. Each coastal territory generates 2 revenue points. The original 13 colonies include: New Hampshire Massachusetts Rhode Island Connecticut New York New Jersey Pennsylvania Delaware Maryland Virginia North Carolina South Carolina Georgia

TURNS 1775-1783. 4 turns per year (each season = 1 turn) Units cannot move/attack in winter turns. Revenue can’t be saved from winter turns. Units cannot be recruited in winter turns.

VICTORY The side that controls the most territories at the end of the game wins. Either side wins automatically if all opposing units are destroyed.

SETUP The only leaders that automatically begin in play are George Washington, Greene, Carlton, and Howe. The British start with 6 Random units in Canada & Massachusetts. The Americans start with 6 Random units in Massachusetts, Pennsylvania, Rhode Island, and South Carolina.

ACTION DECK Players share a common Action deck.

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UNIT DECK ABBREVIATIONS S = Ships T = Troops

MOVEMENT RULES Ships can only move into coastal spaces. Stacks (except for ships) without leaders cannot move.

BATTLE RULES Leaders generate no Force unless matched with troops of equal or greater force value.

AMERICAN UNIT DECK Name General George Washington General Nathaniel Greene General Benedict Arnold General Lincoln Benjamin General Horatio Gates General Charles Lee General Daniel Morgan General William Moultrie Baron Von Stuben Captain John Paul Jones Thomas Jefferson Francis Marion (the Swamp Fox) Sam Adams Marquis de Lafayette Comte de Rochambeau George Rogers Clarke Don Bernardo Galvez French Fleet Continentals Minute Men Militia French Troops Patriot Irregulars Colonial Army Fortifications

Move F F F F F F F F F F F F F F F F M F M M M M 0

# 1 1 F 1 1 1 1 1 1 1 1 F 1 1 1 1 1 2 6 5 4 3 4 5 8

F 5 4 1 4 4 4 4 4 4 4 4 1 4 4 4 4 4 5 4 2 1 4 2 3 4

Type L L 5 L L L L L L L L 4 L L L L L S T T T T T T F

# 1 1 1 1 F 1 1 1 2 4 4 4 2 4

F 4 4 4 4 1 4 4 4 5 4 4 1 2 2

Type L L L L 5 L L L S T T T T T

Notes L

German L French French Spanish French

French

BRITISH UNIT DECK Name General Carleton General Sir William Howe General John Burgoyne General Sir Henry Clinton General Lord Charles Cornwallis General Augustine Prevost General Gage Banastre Tarleton British Fleet British Regulars British Redcoats Tories Iroquois Indian Allies Royalists

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Move F F F F F F F F M M M F M

Notes

L

Mohawk Indian Allies Hessian Mercenaries Fortifications

F M 0

2 2 8

2 3 4

T T F

ACTION CARD DECK Card Name Tactical Move Operational Move Strategic Move French Alliance Garrison Siege Bayonet Attack Wheel About Outflank Bombardment Encircle Counterattack Rearguard Action Night March Surprise Enlistments Spirit of Rebellion French Supplies Tory Uprising Indian Raids Declaration of Independence Winter Quarters Winter Offensive Continental Congress

# 6 6 4 3 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 2 2 1

Notes Move 1 stack Move 2 stacks Move 3 stacks American player may play Foreign units Battle: Defender gets +4 Force Battle: Attacker gets +4 Force Battle: Troops get +1 Force each Battle: +2 Force Battle: +6 Force Battle: +8 Force Battle: +10 Force Battle: Winner casualties increased by ½ Battle: Loser casualties reduced by ½ Move 1 stack Battle: +12 Force Recruit 2 random units Americans: Place 1 control marker Americans: Gain 8 revenue British: Place 1 control marker British: Place 1 control marker Americans Place 7 control markers British: Americans must discard 2 troop units Americans: Move 1 stack in Winter turn. Americans Place 3 control markers

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WAR OVER THE REICH INTRODUCTION Scenario for WarpQuest: WWII. Click here for the WarpQuest Core Rules. Each player controls a Flight of 300 British (Halifax, Wellington, Mosquito, and Lancaster) Bombers on a Night Raid to bomb targets in Nazi Germany.

INTRODUCTION Module 1 represents the flight to the Target Zone. Module 2 represents the combat over the Target Zone. The ‘Artifact’ is the halfway point of the Mission when the Bombers must turn back.

BOMBER FLIGHT STATS A Bomber Flight (Group) has 300 Bombers and 6 Stats. The Flight also has a Fuel Surplus = 6 Roll on the Stat List Table to see what stats you get:

STATS LIST TABLE 1D6 1 2 3 4 5 6

Stat: Bombers +50 Electronic Warfare +2 Navigation Intelligence +2 Fighter Defense +2 Bombing +2 Fuel Surplus +1

Notes: Base = 300 Radar, Radio, Countermeasures Electronics, Planning, Experience Fighter Escort, Bomber MGs, Tactics Accuracy & Tonnage Base = 6

FUEL SURPLUS Every time you fail a Navigation test reduce your Fuel Surplus by one point. You may voluntarily use up a Fuel Surplus point to ‘Search for Targets’: Instead of Moving forwards in Movement Phase, move your pawn (Bomber Group) backwards. If your Fuel Surplus = 0 you must immediately turn back and head for home. If your Fuel = 0 and you fail a Navigation test you lose 1D6 Bombers. (They run out of fuel)

ALTITUDE There are three Altitudes: Low, Medium, and High. Start the game at Medium altitude. Instead of moving forward during Movement phase, use up a Fuel Surplus point and change your Altitude to any other height. If you are at low altitude Navigation and Bombing tests are DM –1. If you are at low altitude Flak and EW tests are DM +1. If you are at high altitude Navigation and Bombing tests are DM +1. If you are at high altitude Flak and EW tests are DM -1.

FLAK & FIGHTERS If you fail a Flak or Fighter test lose 1D10 Bombers. If you pass a Flak or Fighter test you lose no Bombers.

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If you pass a fighter test you shoot down 1D6 enemy Fighters. Add your Fighter Defense Stat to ‘Fighter test’ Skill rolls.

BOMBING TARGETS When you bomb a target, 50 of your bombers will drop their bombs. Add your Bombing Stat to ‘Bombing test’ Skill rolls. If you pass the test, the target is destroyed: keep the target card in your possession. If you fail the test, the target card remains in play in that space. The next Bomber group to land on the space may try to bomb the target. A Bomber drops all of its bombs at once. Those bombers cannot attack again.

ELECTRONIC WARFARE Add your Electronic Warfare Stat to ‘EW test’ Skill rolls. If you pass an EW test nothing happens. If you fail an EW test, draw another card. If it is a Flak or Fighter card, the card attacks with a DM +1. If the drawn card is not a Flak or Fighter, discard it: nothing happens.

VISUAL SIGHTING If If If If

you pass an Visual Sighting test nothing happens. you fail a VS test, draw another card. it is a Flak or Fighter card, the card attacks with a DM +1. the drawn card is not a Flak or Fighter, discard it: nothing happens.

SCORING Get 10 Victory Points (VP) for every target you ‘destroy’. (The Decoy Target earns no VP, but you must bomb it.) Get 1 VP for every enemy fighter you destroy. Lose 1 VP for every bomber you lost. Lose 5 VP if you run out of Surplus Fuel.

HIT ‘EM HARD RULE When you go to make a Bombing test roll you may decide to attack with more than 50 Bombers. You may choose 100, 150, or any multiple of 50. All Bombers you declare to attack must attack. If the first 50 fail their attack, roll again for the next 50, and so on.

SAME SPACE If your pawn lands on an opponents pawn, nothing happens, there is no conflict, and do not draw a card.

CARD TYPES T N F I E V A #

= = = = = = = =

Target Navigation Flak Fighter Electronic Warfare Visual Sighting Aid Number of that card in the Deck.

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MODULE 1 PERILOUS FLIGHT CARD LIST Card Name: Darkness Cloud Cover Storm Headwind 8.8cm Flak 18 10.5cm Flak 39 12.8cm Flak 40 Flak Battery Radar Station Radar Fence Radar Operator Freya Radar Tower Wurzburg Radar Dishes Kammhuber Line Radar Set Long Range Radar Radar Beacon Himmelbett Box Lichtenstein SN-2 Radar Flensburg Homing Device Naxos-Z Homing Device Visual Contact Ground Observers Me 109 Squad Me 110 Squad Messerschmitt Fighters Foke-Wulf 190 Squad Night Defense Fighters Luftwaffe JU 88 Night Fighters Heinkel He 219s Wild Boar Squad Tame Boar Squad Schrage Musik German Fighter Ace Drop Tanks Efficient Fuel Management Window Countermeasure Aluminum Foil Strips Operation Corona Perfectos Device Serrate Tracking Unit Jam Radio Traffic Airborne Cigar Noise Transmitters GEE Relay Stations OBOE Electronic Guidance Airborne Radar Mission Briefing Landmarks Firestorm Target on Fire Blockbuster Bombs Pathfinder Force Red Spot Flares Master Bomber Blind-Bombing Radar

# 3 3 3 3 4 3 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Type N N N N F F F F E E E E E E E E E E 1 1 E V V I I I I I I I I I I I I A A A A A A A A A A A A A A A A A A A A A A

Test Modifiers: Navigation Navigation Navigation Navigation Altitude Altitude Altitude, DM +1 Altitude, DM +2 Electronic Warfare Electronic Warfare Electronic Warfare Electronic Warfare Electronic Warfare Electronic Warfare Electronic Warfare Electronic Warfare Electronic Warfare Electronic Warfare E Electronic Warfare E Electronic Warfare Electronic Warfare Visual Sighting Visual Sighting Fighter Defense Fighter Defense, DM -1 Fighter Defense Fighter Defense, DM +1 Fighter Defense Fighter Defense Fighter Defense Fighter Defense Fighter Defense, DM +1 Fighter Defense Fighter Defense, DM +1 Fighter Defense, DM +2 Fuel Surplus +1 Fuel Surplus +1 Electronic Warfare +2 Electronic Warfare +2 Electronic Warfare +2 Electronic Warfare +2 Electronic Warfare +2 Electronic Warfare +2 Electronic Warfare +2 Electronic Warfare +2 Navigation +2 Navigation +2 or Bombing +2 Navigation +2 Navigation +2 Navigation +2 Bombing +2 Bombing +2 Bombing +2 Bombing +2 Bombing +2 Bombing +2 Bombing +2

MODULE 2 TARGET ZONE CARD LIST Card Name:

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#

Type

Test Modifiers:

Ball Bearing Factory Airplane Factory Rail yard V2 Launch Site Air Field Synthetic Petroleum Plant Refinery City Shipyard Industrial Complex Decoy Target Hydro-Electric Dam Darkness Cloud Cover Storm Headwind 8.8cm Flak 18 10.5cm Flak 39 12.8cm Flak 40 Flak Battery Radar Station Radar Fence Radar Operator Freya Radar Tower Wurzburg Radar Dishes Radar Set Long Range Radar Radar Beacon Himmelbett Box Lichtenstein SN-2 Radar Flensburg Homing Device Naxos-Z Homing Device Visual Contact Shilouette Ground Observers Search Lights Me 109 Squad Me 110 Squad Messerschmitt Fighters Foke-Wulf 190 Squad Night Defense Fighters Luftwaffe JU 88 Night Fighters Heinkel He 219s Wild Boar Squad Tame Boar Squad Schrage Musik German Fighter Ace Drop Tanks Efficient Fuel Management Window Countermeasure Aluminum Foil Strips Operation Corona Perfectos Device Serrate Tracking Unit Jam Radio Traffic Airborne Cigar Noise Transmitters GEE Relay Stations OBOE Electronic Guidance Airborne Radar Mission Briefing Landmarks Firestorm Target on Fire Blockbuster Bombs

1 1 1 1 1 1 1 1 1 1 1 1 3 3 3 3 4 3 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

T T T T T T T T T T T T N N N N F F F F E E E E E E E E E 1 1 E V V V V I I I I I I I I I I I I A A A A A A A A A A A A A A A A A A

Bombing Bombing Bombing Bombing Bombing Bombing Bombing Bombing Bombing Bombing Bombing Bombing Navigation Navigation Navigation Navigation Altitude Altitude Altitude, DM +1 Altitude, DM +2 Electronic Warfare Electronic Warfare Electronic Warfare Electronic Warfare Electronic Warfare Electronic Warfare Electronic Warfare Electronic Warfare Electronic Warfare E Electronic Warfare E Electronic Warfare Electronic Warfare Visual Sighting Visual Sighting Visual Sighting Visual Sighting Fighter Defense Fighter Defense, DM -1 Fighter Defense Fighter Defense, DM +1 Fighter Defense Fighter Defense Fighter Defense Fighter Defense Fighter Defense, DM +1 Fighter Defense Fighter Defense, DM +1 Fighter Defense, DM +2 Fuel Surplus +1 Fuel Surplus +1 Electronic Warfare +2 Electronic Warfare +2 Electronic Warfare +2 Electronic Warfare +2 Electronic Warfare +2 Electronic Warfare +2 Electronic Warfare +2 Electronic Warfare +2 Navigation +2 Navigation +2 or Bombing +2 Navigation +2 Navigation +2 Navigation +2 Bombing +2 Bombing +2 Bombing +2

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Pathfinder Force Red Spot Flares Master Bomber Blind-Bombing Radar

1 1 1 1

A A A A

Bombing Bombing Bombing Bombing

+2 +2 +2 +2

AMERICAN DAYLIGHT RAIDS This is a variant of the above Card lists. The Americans preferred to use their B-17 Flying Fortresses & B24 Liberators in daylight raids with Fighter Escorts. Add the Following cards to Modules 1 & 2

AMERICAN DAYLIGHT RAIDS ADDENENDUM CARD LIST Card Name: # Type P-38F Lightnings 1 A P-47C Thunderbolts 1 A P-51B Mustangs 1 A Fighter Escort 2 A Bomber Boxes 1 A MG Crossfire 1 A Norden Bombsight 1 A Me 262 Jet Fighters 1 I Combat Fighters 1 I WDr-21 Rockets 1 I Pulk-Zerstorer Bombs 1 I Head on Pass Tactics 1 I Jagdgruppen 1 I Smokescreens 1 N Remove all Night cards. Remove all Electronic Warfare cards. Navigation and Bombing tests are DM -1. Flak tests are DM +1.

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Test Modifiers: Fighter Defense +2 Fighter Defense +2 Fighter Defense +2 Fighter Defense +2 Fighter Defense +2 Fighter Defense +2 Bombing +2 Fighter Defense, DM +2 Fighter Defense Fighter Escort Fighter Defense Fighter Defense Fighter Defense Navigation

WARBAH INTRODUCTION Fantasy conquest. Characterized by Gold and bookkeeping. Explore, expand your territory, collect gold, find artifacts, cast spells, raise armies, gain experience, send out spies, crush your enemies.

MAP & CHITS Use a disposable Hex map. Indicate which hexes are land and which are water. Draw in rivers along borders of hexes. Draw in terrain types onto the map spaces as the map is explored. Each player starts with control marker chits of a unique color to indicate ownership of settlements. Each player starts with Hero marker chits of the same color and marked with an H and a unique number to indicate individual Hero units. 10 sided dice are required to play.

SETUP Pick one hex on the map to contain your capitol city. Put down the appropriate terrain chit with a control marker on it. Place one Hero chit in your capitol city. The Hero starts with an army of 1D10 units of each of the 4 basic troop types. The hero also starts with a wandering wizard. Start with 1D10 gold.

HEROES For each of your heroes you will need an index card with the following information: The Heroes Identification number. Also on the chit. The Heroes Name. Make one up. Magical Items the hero owns. Is there a Wizard in the army. Number of warriors in the army. Number of catapults in the army. Number of archers in the army. Number of cavalry in the army. Number of ships present if at sea. Experience points the Hero has. Skill Abilities the hero has. All heroes begin with one skill: Roll on the Ability Table.

MAIN TURN SEQUENCE 1. 2. 3. 4. 5. 6. 7. 8. 9.

Initiative Phase Realm Spell Phase Collect Gold Phase Recruit Troops Phase Espionage Phase Move & Explore Phase Disaster Magic Phase Battle Phase Recovery Phase

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INITIATIVE PHASE Each player rolls 1D10. This is the Initiative Roll. The highest roll goes first in all of the following phases. The second highest roll goes second in all of the following phases, and so on. Note that segments in battle rounds are simultaneous for both sides.

REALM PHASE Roll on the Realm Spell Table a number of times equal to 1+ the number of Towers you control. You may cast these spells during the turn when appropriate. Realm spells cannot be saved from turn to turn.

COLLECT GOLD PHASE Collect gold from all of your settlements.

RECRUIT TROOPS PHASE Each type of settlement can recruit one type of troop. (see the settlement type table) While at a settlement a hero can purchase troops from it. Capitol cities can recruit warriors and heroes. A maximum of 1D10 troops can be bought in one settlement in one turn. A hero can have a maximum of 40 troops in his army, and 1 wizard. A hero with the Command ability can have more troops. Two heroes cannot occupy the same hex. The capitol cannot recruit a hero if one is already occupying the capitol. A Tower is the home of one Wizard who may be recruited for 5 gold. The tower cannot produce any more wizards. If a wizard is 'killed' he teleports home where he can be recruited by the current controller of the hex. Two wizards cannot occupy the same hex. Wandering wizards have no tower, They teleport off of the map.

ESPIONAGE PHASE Players cannot conduct espionage against each other until their empires come into contact. Roll 1D10 = X. This is the Espionage roll. Hire up to X agents for X gold. Roll 1D10 for each agent on the Espionage Table.

MOVE & EXPLORE PHASE Except for the hexes containing Capitol cities, all hexes start out with unknown terrain. Basic Heroes have 3 Move Points (MPs). Heroes with logistics ability have extra MPs An MP can be used to scout (explore) an adjacent unknown land hex. Roll on the Hex Terrain Type Table to discover the identity of the hex. Determine Settlement types. Newly explored Non-settlement terrains will contain an encounter on a roll of 1-2 on D10. Roll on the encounter table to determine its type. Write the encounter type onto the map Encounters do not move. They remain until destroyed. Heroes cannot move into or through encounters. MPs can be used to move into an explored land territory.

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Different terrains have different MP costs to enter. Heroes cannot move into water spaces. Heroes may move through a hex containing another friendly hero. Instead of moving, friendly adjacent heroes may exchange troops or magic items. A troop or magic item may be exchanged only once per turn. Heroes that can move more than one land space per turn may, instead of moving one hex, explore an adjacent hex.

DISASTER MAGIC PHASE Wizards may cast Disaster Realm Spells.

BATTLE PHASE A Hero may attack an adjacent enemy hero or an encounter. A Hero may only make one attack per turn. Having strategy ability allows a hero to make more than one attack per turn. A hex may be attacked more than once per turn. Heroes may combine attacks against a single hex. At the start of a battle, if you have a Wizard in your force, roll on The Battle spell table 4 times for 4 Battle Spells the Wizard can use this battle. Battle spells cannot be saved from battle to battle. See the Battle Round Sequence section.

RECOVERY PHASE Collect treasure from encounters: Roll on the treasure table. If you defeated an enemy Hero take all of his magical items. A Hero may remove an enemy control marker in the hex he occupies. The hero may put down a control marker in the hex he occupies. Heroes earn one Experience point (XP) for every encounter they overcome, every enemy hero they kill and every enemy settlement they take control of. Every two XP earns a hero one skill ability. Roll on the Ability Table.

BATTLE ROUND SEQUENCE A battle ‘round’ is divided into segments: 1. Spell Segment 2. Initiative 5+ Attacks Segment 3. Initiative 4 Attacks Segment (Catapults) 4. Initiative 3 Attacks Segment (Archers) 5. Initiative 2 Attacks Segment (Cavalry) 6. Initiative 1 Attacks Segment (Warriors) 7. Initiative 0- Attacks Segment Each troop type has its own initiative rank that determines the order of attacks. Magic and abilities may increase or decrease a troops initiative and or kill rank. Each rank of “Wall” of a terrain or settlement decreases the kill rank of the attacker by 1. All attacks in the same segment are simultaneous. For its attack a troop rolls 1D10. If this is equal to or less than the troops kill rank, then one enemy troop unit is killed. The defending player decides which of his troops are killed at the end of the segment. Some spells allow the attacker to decide which units or groups of units are targeted. Ships can be directly attacked by other ships and sea monsters. The round is repeated until one side is destroyed, or the attacker calls off the attack (at end of round). The Hero is the last unit to be killed in a battle. A Wizard can only cast one spell per round. Encounters that are not defeated remain. Record what type they are on the map.

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HEX TERRAIN TYPE TABLE D10 Type MP Walls Notes 1-2 Clear 1 0 Plains 3-5 Settlement 1 X Roll on Settlement Table 6 Forest 2 1 Adjacent Villages earn +1 Gold 7 Marsh 3 1 8 Desert 2 0 9 Hills 2 1 10 Mountains 3 2 Adjacent Mines earn +1 * River 1 1 Cost to cross to other side MP is the number of Movement points used to enter the space. Non-settlement terrains will contain an encounter on a roll of 1-2 on D10. Walls represent protection afforded to defenders in that terrain

SETTLEMENT TYPE TABLE D10 1-3 4-5 6 7-8 9 10 * GOLD =

TYPE GOLD WALLS Village 1 1 Town 2 1 City 3 1 Castle 1 2 Mine 2 0 Tower 0 2 Capitol 4 2 Revenue per turn

RECRUIT Warrior Archer Catapult Cavalry None Wizard Hero

TROOP TYPE TABLE UNIT TYPE Warriors Archers Cavalry Catapults Hero Wizard Notes: Cost is

COST INIT 1 1 1 3 1 2 1 4 10 1 5 -in Gold, INIT =

KILL NOTES 6 4 5 3 7 Use Magic Items -Use Battle Spells Initiative

ENCOUNTER TABLE D10 1 2 3 4 5 6 7 8 9 10

TYPE Barbarian Horde: 4D10 Warriors; 1 Treasure Bandits: 2D10 Archers; 1 Treasure Humanoids: 3D10 Warriors; 1 Treasure Disease: Lose 1D10 Troops Ruins: Undead Guardians: 2D10 Warriors; 1 Treasure Monster: Init = 1, Kill = 3; Must be killed 5 times; 1 Treasure Irate Sorcerer: 1 Wizard and 2D10 Warriors attack you; 1 Treasure Petty Warlord: 1 Hero and 3D10 Warriors attack you; 1 Treasure Ancient Dragon: Init = 2, Kill = 4; Must be killed 9 times; 2 Treasures Nomads: 2D10 Cavalry; 1 Treasure

TREASURE TABLE D10 1-2 3-5 6 7 get a

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TYPE 2D10 Gold 1D10 Gold Followers: 1D10 Warriors join you. Wandering Mage: 1 Wizard joins you if you have no wizard, if you do have one,

Magic Item: Roll a Realm spell to determine its effects. Useable once per turn. 8-9 Magic Item: Roll on Ability table to determine its effects. 10 Magic Item: Roll a Battle spell to determine its effects. Useable once per turn. Notes: All magic items belong to heroes.

ABILITY TABLE 1D10 Ability 1 Wizardry 2 Command 3 Defense 4 Leadership 5 Tactics 6 Logistics 7 Scouting Index card 8-10 Rare Ability

Effect Wizard gets +1 Battle Spell Maximum troops in heroes army +10 Negate 1 Kill per Segment One random troop type gets Kill +1 One random troop type gets Initiative +1 Hero +1 Move Point Explore +1 Hex in Explore Phase/ Look at one adjacent Heroes Roll on rare ability table

RARE ABILITY TABLE 1D10 Ability 1 Intrigue 2 Resist Spells 3 Prophecy 4 Luck 5 Diplomacy recovery phase 6 Prowess 7 Healing 8 Siegecraft 9 Strategy 0 Wealth

Effect +1 to Espionage roll Negate one spell per battle Get +1 Realm spell per turn Cause one target dieroll per turn to be rerolled Put a control marker on 1 adjacent neutral settlement in One random troop type gets +1 Attack per round In recovery phase restore 1D10 troops lost in battle Destroy 1 wall in Initiative 1 segment Hero gets +1 Battle Phase per turn +1 Gold per turn in Collect Phase

RANDOM TROOP TYPE TABLE 1D5 1 2 3 4 5

Type Catapults Archers Cavalry Warriors Hero

ESPIONAGE TABLE 1D10 1-5 6-8 9-0

Result Failure Look at target Hero Index card Success: Roll on the Agent Success Table

AGENT SUCCESS TABLE 1D10 1 2 3 4 5 6

Result Kill target Hero: That heroes army disbands Gain control of target non-capitol settlement Steal target Magic Item. Give it to any one of your heroes Steal 1D10 Gold. Add it to your coffers Cause 1D10 Gold worth of Property Damage Delay Army: Target Hero cannot move or attack this turn

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7 8 9 10

Kill Target Wizard. Cause 1D5 troop units in target army to disband. Opponents choice False Orders: Move Target Hero this turn. Opponent rolls on this table and applies it to you.

ALLIES In a multiplayer game, two or more players may form an alliance. An alliance ends as soon as one ally attacks another, or declares the alliance over. Allies may combine attacks. Allies may trade anything except spells and abilities: Heroes, gold, troops, magic items, settlements, etc. Allied Heroes may do pass through movement.

BATTLE SPELLS TABLE 1D100 Spell 01-02 Petrification- Kill 1 unit Cast at Initiative 2 03-04 Web- Neutralize 2 units Cast at Initiative 2 05-06 Hold- Neutralize 1 unit Cast at Initiative 2 07-08 Paralyzation- Neutralize 1 unit Cast at Initiative 3 09-10 Mesmerize- Neutralize 1D5 units Cast at Initiative 2 11-12 Weakness- Target group are Kill -1 for the rest of the battle. Cast at Initiative 2 13-14 Fireball- Kill 2 units Cast at Initiative 3 15-16 Lightning Bolt- Kill 1 unit Cast at Initiative 5 17-18 Cone of Cold- Neutralize 1 unit and Kill 1 unit Cast at Initiative 2 19-20 Blessing- Reroll all of your missed attacks once this round of battle. Cast in Spell Segment. 21-22 Bloodlust- All of your warriors get kill +1 this round of battle. Cast in Spell Segment. 23-24 Charm- Take control of 2 of opponents troops Cast at Initiative 1 25-26 Command- Take control of 1 of opponents troops Cast at Initiative 2 27-28 Poison Gas Cloud- Kill 1D5 units Cast at Initiative 2 29-30 Smite- Your Hero gets an extra attack for 3 rounds of Battle. Cast in Spell Segment. 31-32 Haste- All of your troops get Initiative +1. Cast in Spell Segment. 33-34 Invisibility- One group of troops gets Kill +1 and Initiative +1. Cast in Spell Segment. 35-36 Charge- All of your cavalry get kill +1 this round of battle. Cast in Spell Segment. 37-38 Flaming Arrows- All of your archers get kill +1 this round of battle. Cast in Spell Segment. 39-40 Stone to Mud- Destroy 1D5 ranks of opposing walls. Cast in Spell Segment. 41-42 Shield- Negate 4 kills by archers or catapults this round. Cast in Spell Segment. 43-44 Forget- Opposing Wizard discards 2 cards. Cast in Spell Segment. 45-46 Spellbind- Opposing Wizard cannot cast spells the next 2 rounds of Battle. Cast in Spell Segment. 47-48 Polymorph- Neutralize 4 units Cast at Initiative 2 49-50 Armor- Negate 3 kills this round. Cast in Spell Segment. 51-52 Dispell- Negate the effects of one spell just cast. 53-54 Raise Dead- Create 1D5 Warriors. Cast in Spell Segment. 55-56 Swarm- Neutralize 3 units Cast at Initiative 3 57-58 Illusions- Negate all attacks by one enemy group this round. Cast in Spell Segment. 59-60 Summon Dragon- Init = 2, Kill = 4; Must be killed 5 times 61-62 Summon Monster- Init = 1, Kill = 3; Must be killed 3 times 63-64 Summon Fairies- Neutralize 2 units Cast at Initiative 1 65-66 Sleep- Neutralize 1D5 units Cast at Initiative 1 67-68 Shatter- Destroy target magic item. Cast in Spell Segment. 69-70 Phantasmal Terrain- One group gets Initiative +4 this round. Cast in Spell Segment. 71-72 Slow- Target groups Initiative -2 for rest of battle. Cast in Spell Segment.

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73-74 Ice Wall- Defender only. Gain 3 Walls. Cast in Spell Segment. 75-76 Force Field- No attacks by archers or catapults this round. Cast in Spell Segment. 77-78 Precision- All attacks by your archers hit this round. Cast in Spell Segment. 79-80 Wall of Fire- Cavalry, Heroes, and warriors may not attack this round. Cast in Spell Segment. 81-82 Fog- All Archers & catapults are Kill -1 this battle. Cast in Spell Segment. 83-84 Blind- Neutralize 3 units. Cast at Initiative 3 85-00 Reroll NOTES: Neutralized troops cannot attack for the rest of the battle. Summoned units are summoned in the spell segment and they go away at the end of the battle Take permanent ownership of controlled troops. A "group of troops" would consist of all troops of a certain type: All warriors, or all catapults for example. Kill +1 increases Kill rank by 1. Warriors with kill +1 would kill on a roll of 1-6 instead of 1-5.

REALM SPELLS TABLE 1D100 Spell 01-03 Research- Roll 1D5 +5 once on treasure table. Cast in Collect Phase. 04-06 Teleport- Move wizard to another hero without a wizard. Cast in Move Phase. 07-09 Dimension Door- Move Hero to any territory you control. Cast in Move Phase. 10-12 Fly- Hero gets Move Points +5. Cast in Move Phase. 13-15 Blizzard- Target adjacent army cannot move or attack. Cast in beginning of Move Phase 16-18 Firestorm- Target adjacent settlement razed. Disaster Magic. 19-21 Animate Dead- Gain 1D10 Warriors. Cast in Explore Phase 22-24 Stone Rain- Target adjacent settlement razed. Disaster Magic. 25-27 Earthquake- Target adjacent settlement razed. Disaster Magic. 28-30 Flood- Target adjacent settlement decimated. Disaster Magic. 31-33 Death Spell- Target adjacent army loses 2D10 troops. Disaster Magic. 34-36 Pestilence- Target adjacent settlement decimated. Disaster Magic. 37-39 Plague- Target adjacent settlement decimated. Disaster Magic. 40-42 Adept- One of your Heros gains a wandering wizard immediately. Not a spell. 43-45 Summon Avatar- Gain 1 Hero. Cast in Recruit Phase. 46-48 Banish- Destroy adjacent Encounter. Disaster Magic. Treasure destroyed too. 49-54 Prosperity- Gain 1D10 Gold. Cast in Collect Phase. 55-57 Sanctuary- Target hex cannot be attacked this turn. Cast in Explore Phase. 58-60 Stone Walls- Target Wizards hex gets Walls +3 for the rest of the turn. Disaster Magic. 61-63 Curse- Opponent make 1D10 less gold this turn. Cast in Collect Phase. 64-66 Heal- Recover 1D10 troops killed in Battle this turn. Cast in Recovery Phase. 67-69 Cure Wounds- Recover 1D10 troops killed in Battle this turn. Cast in Recovery Phase. 70-72 Fortell- Negate espionage result. Cast in espionage phase. 73-75 View- Explore any 4 adjacent hexes anywhere on the map. Cast in Explore Phase. 76-78 Scry- Look at all Hero index cards. Cast in Explore Phase. 79-81 Energize- All of your wizards get +1 Battle Spell this turn. Cast in Realm Spell Phase. 82-00 Reroll

NOTES: A settlement that is razed A settlement remains razed A razed settlement gets no An army hit by a razing or A wizard can only cast one

or decimated produces no income. for 1D10 turns. benefit from its walls. decimating disaster will lose 1D10 troop units. realm spell per turn.

TERRAIN VARIANTS 2149

These are variations of standard terrain that allow recruitment of Special units.

FOREST VARIANT TYPES 1D10 1 2 3 4 5-10

TERRAIN Elf settlement Lumbermill: Gain 1 Gold per turn Woodsmen settlement Fey settlement None

MARSH VARIANT TYPES 1D10 1 2-10

TERRAIN Undead settlement None

DESERT VARIANT TYPES 1D10 1 2 3-4 5-10

TERRAIN Bandit settlement Djinn settlement Temple: Gain 1 extra Realm spell per turn None

HILL VARIANT TYPES 1D10 1 2 3 4-10

TERRAIN Gnome settlement Kobold settlement Orc settlement None

MOUNTAIN VARIANT TYPES 1D10 1 2 3 4-10

TERRAIN Dwarf settlement Goblin settlement Gold Mine: Gain 2 Gold per turn None

CASTLE VARIANT TYPES 1D10 1-3 4-10

TYPE Recruit Knights Recruit Cavalry

CLEAR VARIANT TYPES 1D10 1 2 3-10

TERRAIN Hobgoblin settlement Trading Post- Gain 1 Gold per turn None

SPECIAL UNIT TYPES 2150

UNIT TYPE Woodsmen Elves Fey ability Goblins Dwarves Orcs Kobolds Gnomes Djinn Bandits Knights Undead Recovery Phase Hobgoblins

COST 1 2 1

INIT 2 3 1

KILL 4 5 3

LOCATION Forests Forests Forests

NOTES Hero gets Scout ability Hero gets Wizardry ability Hero gets Wizardry and Scout

1 1 1 ½ 1 3 1 2 2

2 1 1 1 1 2 2 2 1

3 5 5 3 4 8 4 7 5

Mountains Mountains Hills Hills Hills Desert Deserts Castles Marsh

Hero gets Tactics ability Hero gets Defense ability Hero gets Logistics ability Cheap Hero gets Siegecraft ability Hero gets Wizardry ability Hero gets Intrigue ability Hero gets Defense ability Regenerate 1D10 undead in

2

2

6

Clear

Hero gets Strategy ability

NOTES: Some troop types cause the hero to gain an ability if there is one or more of that troop type present. A Hero can have up to 5 different types of troops in his army. Heroes with the command ability can have one extra type per level of command ability.

GAME DESIGNERS NOTES Warbah? I just liked the sound of it. Instead of rolling 1 attack die for every unit in a group, use this equation: ((1D10)/5)(# of Troops)(Kill Rank/10) = # of enemy troops killed Round to the nearest whole number.

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WARGAMMON INTRODUCTION Two player abstract strategy board game. Variant of Backgammon

EQUIPMENT Checker Board (64 spaces) 16 red checkers 16 black checkers 2 six sided dice

SETUP Each player gets one set of 16 checkers. Each player has his own 'side of the board' On the back row of a players side, the player places a stack of 8 checkers in each of the two corner spaces Red moves first

OBJECT Be the first to move all of your checkers off the board past your opponents back row

TURN SEQUENCE Players take turns On your turn roll the two six sided dice You may move one checker twice or two checkers once a number of spaces equal to the dice rolls Checkers may be moved forward, to the left sideways, and to the right sideways Checkers may not be moved diagonally or backwards If one of your checkers lands on top of a single opponent's checker the opponent's checker is captured A stack of two or more checkers may not be captured A checker may not capture another checker on its second move A captured checker is immediately placed on top of one of its owners corner stacks by its owner A checker may not jump over any other checker or stack of checkers A checker moved off the board past the opponents back row is out of the game Rolling doubles allows the player to make 4 moves, just as in regular backgammon

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WARP EMPIRES INTRODUCTION Generic ruleset for a series of empire building/conquest games.

MAP The map depicts an irregular, interlocked set of territories.

CONTROL MARKERS Use chits to represent control markers.

UNITS Use chits to represent units. Units include Leaders & non-leader units.

DECK Players share an action deck. In some games, each player will have their own action deck. The action deck cards allow you to move your units.

SETUP Most Leader units will be in play. Others will be mixed into the unit chit pile. Each player will start with several non-leader units in play. Starting points of units will be determined by the scenario.

TURN SEQUENCE Players take turns. Each turn has 7 phases: Draw Phase Move Phase Battle Phase Revenue Phase Recruit Phase Upkeep Phase Control Phase

DRAW PHASE First discard any cards you don't want. Each player draws 5 action cards. Max hand size = 7. Discard excess cards. If the deck runs out, shuffle the discard and draw from it.

MOVE PHASE 2153

Use Action cards to move stacks or units in stacks. A Fast unit can move 1-3 spaces. A Medium speed unit can move 1-2 spaces. A Slow unit can move 1 space. Units can move into but not through opposing stacks. Fortifications cannot move (Move = 0). Your opponent can only look at the top unit of your stacks

BATTLE PHASE When two opposing stacks occupy the same territory there will be a battle. Each unit has a force value. Add up the total Force values for each side. Players may play action cards to increase their force value. If one stack has a Leader and the other does not, the stack with the leader gets an additional 5 Force. The side with the highest force value wins. The losing stack must retreat one space. The losing stack loses half of its units. The winner picks the first unit lost, the loser picks the remainder. Fortification units in the losing stack are destroyed automatically. The winning stack loses units with a force equal to at least half the force total lost by the losing stack. The winner decides which units are lost. Destroyed units are returned to their chit pile. Captured leaders are set aside and not returned to the chit pile. After a battle both sides replenish their hands to 7 cards.

REVENUE PHASE Gain revenue points for every revenue generating territory you control.

RECRUIT PHASE Draw 5 random units from the unit chit pile. Purchase units. A units cost is equal to its Force value. If you purchased all the drawn units, draw another 1D6 random units. Revenue may be saved from turn to turn. Discard unpurchased units back to your unit chit pile. Units start in any revenue generating territory you control.

UPKEEP PHASE Units that automatically receive upkeep = 5 x total Revenue. Discard excess units. Example: You generate 10 revenue points per turn... You may have up to 50 units.

CONTROL PHASE Place a control marker on every revenue generating territory occupied by one of your units. Only one control marker per space.

UNIT DECK ABBREVIATIONS S M F F

= = = =

Slow Medium speed Fast Force

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F = Fortification # = Number of that unit in the chit pile.

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WARP EMPIRES Warp Empires Basic Rules System Historical Scenarios Land War in Asia War of Independence Union & Confederacy Science Fiction Scenarios Babylon 5 Empires Star Wars Campaign Federation War Hammer Space Empires Conquest of Demara Rules by Jiminy Bollocks Maps & Counterset Card Randomizer by Peter Cobcroft Fantasy Scenarios Middle Earth Empires Warp Hammer Empires Scortch Empires of Mystara Lord of the Abyss Infernal fun by Jason Newell.

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WARP HAMMER

INTRODUCTION Two player Card Game based on the Games Workshop Warhammer Fantasy Universe.

DISCLAIMER Warhammer is a trademarked, copyrighted property. This is merely a fan site.

LATEST REVISIONS Added new Arttributes 1/24/02.

CARDSETS Goto Zak's WarpHammer Support Page Cardsets for Spells, Empire, & Wood Elves available.

DECK CREATION Each player uses a separate individualized deck. Each deck must contain 40 cards. Note that every card has a Cost. Each deck must have a total Cost of 100 points or less. (Or more points if players agree) A player must pick his units off of one Card List (2 or more if players agree) and the appropriate Spell Lists. Every Army must have a Command Group consisting of at least a Wizard and a 4+ Force Hero. A 40 card deck may have a maximum of 20 Item, Spell, Tactic, Mark, and Virtue cards. A 40 card deck may have a maximum of 10 Wizards & Heroes.

CARD TYPES Hero, Magic, Wizard, Archer, War Machine, Signal, Berserker, Ambush, Scout, Monster, Beast, Cavalry, Infantry, and Spear cards are all Unit cards. Item, Spell, Tactic, Mark, and Virtue cards are collectively called Enhancement cards. An enhancement card must be played with a certain type of unit card for it to have any effects. Note that one effect of an enhancement card is to provide an additional

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unit type attribute (trait) in Battle and Blood Phase. For example: To have a Rune Hammer (Item from Dwarf List) have any effect, you must have a Hero unit in play. The Hammer then adds 3 Force and has the attribute of Magic (Equivalent to having an extra unit of the Magic Type). Note that most of the attacks in Battle phase target unit cards, not enhancement cards.

VICTORY The first player to win 5 hands is the winner.

TURN SEQUENCE Each turn has 5 phases: Logistics Phase March Phase Orders Phase Battle Phase Blood Phase

LOGISTICS PHASE Players draw a hand of 15 cards from your deck. If a deck runs out, shuffle the reserve pile & draw from it.

MARCH PHASE Players discard down to 10 cards. The discarded cards go to a players reserve pile.

ORDERS PHASE Write down on a scrap piece of paper whether you want your army to: Charge, Advance, or Defend. Players reveal their written orders simultaneously. If you wrote Charge Orders, all of your Monster, Beast, Cavalry, and Flying units get +1 force. If you wrote Advance Orders, all of your Infantry, Spears, Hero, and Signal units get +1 force. If you wrote Defend Orders, all of your Magic, Scout, Archer, and War Machine units get +1 force. If you wrote Charge and your opponent wrote Defend you get +3 force to your battle total. If you wrote Defend and your opponent wrote Advance you get +3 force to your battle total. If you wrote Advance and your opponent wrote Charge you get +3 force to your battle total.

BATTLE PHASE Players reveal their hands by placing them face down in front of them. Killed cards are sent to the players casualty pile. Note that attributes provided by Item, Spell, Tactic, Mark, Ability, and Virtue cards may only be counted if a card that can use it is also in play. For example only Wizards can use Spells. A card may only apply one of its traits per turn to produce an affect. For example: A unit with the scout trait and the Archer trait must use only one. Conduct the following contests/attacks in order: *The Player with the most Signal units gets to draw the top card of his deck and put it into play.

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*Each Armor, Swarm, Courage, & Regenerating unit gets to negate one kill caused by his opponent this phase on a roll of 1-3 on 1D6. *Each Cowardly unit gets to send one killed unit to the reserve pile instead of the casualty pile on a roll of 1-4 on 1D6. *Each Beast unit gets to kill one enemy Scout or one Ambush unit this turn on a roll of 1-3 on 1D6. *The Player with the most Scout units gets to look at the next 10 cards in his opponents deck. *Each Ambush unit gets to kill any one opposing unit on a roll of 1-2 on 1D6. If the Ambush unit rolls a 6, the ambusher is killed. *Each Disaster & War Machine unit gets to reveal the top card of his opponents deck: If it is a unit kill it, if it is an enhancement, send it to the Reserve pile. *Each Archer unit gets to kill one Infantry, Spear, or Flyer unit on a roll of 1-2 on 1D6. *Each Flying & Teleport unit gets to kill any one enemy Archer or War Machine unit on a roll of 1-2 on 1D6 or Neutralize any one unit on a roll of 1-3 on 1D6. A Neutralized unit cannot roll for its attribute for the rest of Battle Phase. *Each Wizard or Magic Resistance unit gets to kill one enemy Spell or Item on a roll of 1-3 on 1D6. *Each Fear or Magic unit gets to rout one Non-hero opposing unit to its owners reserve pile on a roll of 1-4 on 1D6. *Each Immobilizer unit causes any one opposing unit to be immobilized on a roll of 1-3 on 1D6. An Immobilized unit is neutralized and has a Force = 0. *Each Hero unit gets to kill one opposing Hero, Monster, or Magic unit on a roll of 1-3 on 1D6. *Each Spear unit gets to kill one opposing Monster or Cavalry on a roll of 1-3 on 1D6. *Each Cavalry unit kills an opposing Non-hero Archer unit or War Machine on a roll of 1-3 on 1D6. *Each Berserker, Slay, and Monster unit gets to kill any one unit on a roll of 1-3 on 1D6. *Each Poison, Drain, or Disease unit gets to effect one enemy unit. Roll 1D6: On 1-2 the unit is killed, on 3-4 it is immobilized, on 5-6 nothing. *The Player with the most Infantry and Death units gets a +5 Force bonus in Blood Phase. Normally the attacker chooses the target to be killed. Units with the Martyr ability may be killed instead at the option of the targets controller. A Unit may attempt, once per turn, to martyr for one other unit on a roll of 1-3 on 1D6.

BLOOD PHASE Determine a Battle Total for each player. Each card remaining from Battle Phase contributes its force rating to the Battle Total. If you play a Leader card with a Mount card get a +1 force bonus. If a unit has a “Versus” attribute (Such as +2 vs Orcs) the Unit only gets the bonus if the opponent plays a unit of the appropriate type. Items, Spells, Tactics, Marks, Abilities, and Virtues may only be counted if a card that can use it is also in play. For example only Wizards can use Spells. The Player with the highest Battle Total wins the Melee. The loser puts 1D6 random cards in play into his casualty pile. Remaining cards go into each players reserve pile.

LIST NOTATIONS U = Unique Unit: only 1 per Army L2 = Rare Unit: Limit 2 per Army

DWARF CARD LIST Card Name Gotrek Gurnisson

Cost 4U

Force 3

Notes Hero, +2 if played with Felix

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Felix Jaegar 3U 3 Hero Anvil of Doom 7U 6 Magic, Signal, Wizard Thorim Grudgebearer 7U 6 Hero, Armor Dwarf Lord 6U 5 Hero, Armor Dwarf Runesmith 3 3 Magic, Wizard Hero 4 3 Hero, Armor Champion 5 4 Hero, Armor Standard Bearer 1 1 Signal Hornblower 1 1 Signal Clansmen 3 2 Infantry, Armor Longbeards 2L2 2 Infantry Dwarf Pikes 1 1 Spears Norse Dwarves 3 3 Berserk Troll Slayers 3 2 Infantry, +2 vs Monsters Giant Slayers 4 3 Infantry, +2 vs Monsters Iron Breakers 4 3 Infantry, Armor Tunnel Fighters 3L2 3 Scouts Hammerers 2 2 Infantry Organ Gun 4 4 War Machine Bolt Thrower 3 3 War Machine Thunderers 3 3 Archers Crossbows 2 2 Archers Mortar 4 1D6 War Machine Fire Thrower 2 2 War Machine Rangers 3 2 Scouts, Ambush Runners 1 1 Scouts Gyrocopter 3 2 Scout, Flyer Runestaff 2U 3 Wizard Item, Hero Rune Hammer 2U 3 Hero Item, Magic Rune of Cleaving 2U 3 Spell, Death Rune of Courage 2U 3 Spell, Courage Iron Rune 3U 4 Spell, Armor Rune of Might 4U 5 Spell, Hero Rune of Banishment 5U 6 Spell, +2 vs Monsters Stalwart 1 1 Dwarf Virtue, Armor Stubborn 2 2 Dwarf Virtue, Armor Racial Rules: When writing orders add one attribute of Armor or Martyr. Spells: Use spells from the Metal List.

WOOD ELF CARD LIST Card Name Arch Druid Druid Forest Lord Sylvan Chieftan Guardian Master Archer Archers Hunters Falconer Scouts Master Scout Shapechangers

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Cost 5 3 5U 4 3 6U 4 3 2 1 3U 3

Force 5 3 5 4 3 5 4 2 1 1 2 2

Notes Magic, Wizard Magic, Wizard Hero Hero Hero Hero, Archer Archers Scouts, +2 vs Beasts Scouts, +2 vs Heroes Scouts Hero, Scout Scouts, Beasts

Wood Elf Spears 2 2 Spears Glade Guards 2 2 Infantry Warrior Kinband 3 3 Infantry War Dancers 4 3 Infantry, Magic Dance Master 5U 4 Hero, Magic Dryad 4 3 Magic, Scouts Waywatchers 3U 2 Scouts, Ambush Treeman 6 5 Armor, Monster Grizzly Bear 3 3 Beasts Wain Lord Chariot 3 3 Cavalry, Mount Great Cat 2 2 Beasts Timber Wolves 2 2 Beasts Warhawks 4 3 Flying, Scouts Unicorn 3 3 Mount, Magic Great Eagle 5 5 Mount, Flying Forest Dragon 7 6 Mount, Flying, Monster Glade Riders 3 3 Cavalry Warhawk Riders 4 4 Flying Magic Herbs 1U 1 Hero & Wizard Item, Magic Green Blade (Sword) 2U 3 Hero Item, Magic Hawk Bow 1U 2 Hero Item, Archer Cloak of the Woods 1U 2 Hero Item, Scouts Sword of Ages 3U 4 Hero Item, Signal Bear Banner 1U 2 Infantry Item, Beast Flail of Claws 1U 2 Hero Item, Berserk Arrows of Slaying 1U 2 Archer Item, +2 vs Monsters Shield of Ptolos 1U 2 Hero Item, Armor Shapeshift 1U 2 Spell, Beasts Plant Control 2U 3 Spell, Immobilize Call Animals 2U 3 Spell, Swarm Natures Visitation 3U 4 Spell, Signal Natures Wrath 4U 5 Spell, Disaster Racial Rules: When writing orders add one attribute of either Scout or Archer. Spells: Use spells from any lists except Fire, Shadow, Death, and Metal.

SKAVEN CARD LIST Card Name General T'Skot Verminlord Skaven Champion Skaven Beastmaster Plague Priest Plague Monks Doom Wheel Screaming Bell Plague Censer Warlock Engineer Grey Seer Clan Skryre Sorcerer Clan Rats Skaven Spears Skaven Slavemaster Rat Slaves Rat Slingers Clan Assassin Netters Warpfire Thrower Warplock Pistols Jezzail Rifles Gutter Runners Ogre-Rat Poison Wind Globadiers Storm Vermin Battle Standard

Cost 5U 7U 3 3 3 3 6U 7U 4 3U 5 4 2 1 2 1 1 3L2 2 3 2 3 1 5 4 3 1

Force 5 6 3 2 2 2 5 6 1D6 3 5 4 2 1 2 1 1 2 1 3 2 3 1 5 1D6 3 1

Notes Hero Hero, Wizard, Magic Hero Hero, Beasts Hero, Magic Infantry, Magic Magic, War Machine Magic, Signal Berserk Magic, Wizard Magic, Wizard Magic, Wizard Infantry Spears Hero Infantry Archers Scout, Ambush Troops, Ambush War Machine Archers Archers Scout Monster Archers Infantry Signal

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Packmaster & Giant Rats Rat Swarm 3 Doom Glaive 4U Crown of Command 2U Heart of Woe 3U Talisman of Ravensdark Warpstone Armour 2U Golden Crown of Atrazar 4U Cloak of Mists and Shadow 2U Book of Secrets 2U Staff of Flaming Death 3U Warpstone Charm 1U Skavenbrew 1U Gouger 1U Weeping Blade 3U Warp Scroll 2U Storm Banner 2U Skitterleap 2U Poison Wind 2U Warp Lightning 3U Vermintide 2U Curse of the Horned One Death Frenzy 5U Racial Rules: When writing orders add

2 2 Beasts 3 Swarm 5 Hero Item, Spears 3 Hero Item, Signal 4 Hero & Wizard Item, Magic 1U 2 Hero & Wizard Item, Magic 3 Hero Item, Armor 5 Hero & Wizard Item, Signal 3 Hero & Wizard Item, Armor 3 Wizard Item, Scout 4 Wizard Item, Archer 2 Hero & Wizard Item, Magic 1 Hero & Infantry Item, Berserk 2 Hero Item, Spears 4 Hero Item, Fear 3 Wizard Item, Archer 3 Infantry Item, Magic 3 Spell, Cavalry 3 Spell, Flying 4 Spell, Archers 3 Spell, Swarm 4U 5 Spell, Magic 6 Spell, Berserk one attribute of Cowardly or Infantry.

ORK CARD LIST Card Name Azhag the Slaughterer Gorfang Rotgut Orc War Boss Orc Shaman Arrer Boyz Orc Boyz Gretchen Mob Harpy Giant Black Orcs Big’uns Savage Orcs Wyvern Snakebite Orks War Altar Orc Man Mangler Scythed Battle Chariot Boar Boys (Snortas) Rock Lobber Stone Troll Snotlings Snotling Pump Wagon Ogre Slagga's Sword of Slashin The Red Fang Evil Sun Armour Daemon Staff The Crown of Sorcery Horn of Urgok Book of Ashur Standard of Might Banner of Gork Mork Save Us Fists of Gork Hand of Gork Ere We Go Mork wants Ya! Gaze of Mork

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Cost 7U 6 5 4 2 2 1 3 5 4 3 5L2 3 5 4 3 2 4 5 1 3 4 3U 2U 2U 1U 1U 1U 2U 1U 2U 2U 2U 3U 2U 2U 3U

Force 6 6 5 4 2 2 1 3 5 4 3 5 2 4 4 3 2 1D6 4 1 2 4 4 3 3 2 2 2 3 2 3 3 3 4 3 3 4

Notes Hero, Armor Hero Hero Magic, Wizard Archers Infantry Infantry Flying Infantry Infantry Infantry Mount, Flying Spears, Scouts Signal, Magic War Machine Cavalry Cavalry War Machine Monster, Regenerates Infantry Cavalry, Armor Monster Hero Item, Hero Hero Item, Infantry Hero Item, Armor Hero Item, Magic Hero Item, Wizard Hero Item, Signal Shaman Item, Magic Infantry Item, Magic Infantry Item, Signal Spell, Armor Spell, Slay Spell, Flying Spell, Cavalry Spell, Martyr Spell, Death

Da Krunch 4U 5 Spell, Disaster Waaagh! 5U 6 Spell, Signal Frenzy 3 3 Greenskin Ability, Berserk Hatred 2 2 Greenskin Ability, Berserk Animosity 1 1 Greenskin Ability, Berserk Note: You can also use the Goblin list. Racial Rules: When writing orders add one attribute of Berserk.

GOBLIN (GOBOS) CARD LIST Card Name Cost General Grom 6U Skarsnik 5U Goblin War Boss 4 Goblin Champion 3 Goblin Shaman 3 Goblin Spider Riders 3 Gigantic Spider 4 Forest Goblins 2 Night Goblins 2 Cockatrice 5 Stickas 2 Doom Driver Catapult 4L2 Ball & Chain Fanatics 4 Squig Herders 3 Squig Hoppers 3 Squig Catapult 3L2 Giant Squig 3U Gobo Spearchuckkas 1 Net Chukkas 2 Wolf Riders 2 Wolf Chariot 3L2 War Gong 3 War Drums 2 River Troll 5 Giant 6 Jabberwock 5U Standard Bearer 1 Goblobber 3 Standard of Defiance 2U Fellblade 2U Elfbiter Axe 3U Lucky Banner 2U Note: You can also use the Ork list. Racial Rules: When writing orders add

Force 5 4 4 3 3 3 4 1 2 3 2 1D6 1D6 2 2 2 3 1 1 2 3 3 2 4 6 4 1 3 3 3 4 3

Notes Hero, Regenerate Hero, Ambush Hero Hero Magic Cavalry Monster, Mount Archers, Scouts Infantry Monster, Magic, Flying Archers War Machine Berserk Monsters, Infantry Monsters, Cavalry Monsters, War Machine Monster Spears Scout, Ambush Cavalry Cavalry, Mount Signal Signal Monster, Regenerates Monster Monster, Flying, Mount Signal War Machine Infantry Item, Armor Hero Item, Death Hero Item, Slay Hero Item, Signal

one attribute of Cowardly or Ambush.

UNDEAD CARD LIST Card Name Lichemaster Doom Lord Liche Necromancer Vampire Lord Vampire Count Vampire Thrall Wraith Champion Banshee Wight Lord Undead Champion Skeleton Champion Spirit Host Grave Guard Nightmare

Cost 6U 6U 5U 4 6U 5 4 5 4 4U 3 2 5 4 1

Force 6 5 5 4 5 4 3 5 4 4 3 2 5 3 1

Notes Magic, Wizard Magic, Wizard, Signal Magic, Wizard Magic, Wizard Hero, Magic, Flying Hero, Magic, Flying Hero, Magic, Flying Hero Fear Hero Hero Hero Magic Infantry, Magic Cavalry, Mount

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Winged Nightmare 1U 1 Mount, Flying Skeleton Warriors 1 1 Infantry Skeleton Phalanx 1 1 Spears Zombies 3 2 Infantry, Regenerate Skeleton Archers 2 2 Archers Grim Reapers 3L2 3 Infantry Bat Swarm 2 1 Flying, Swarm Ghouls 3L2 3 Ambush Storm Rider Chariot 3 3 Cavalry, Mount Skull Catapult 3 3 War Machine Wight Cavalry 2 2 Cavalry Dire Wolves 3 3 Beasts Doom Wolf 4 4 Beast Zombie Dragon 7 6 Monster, Flying, Mount Carrion 4 3 Monster, Flying Staff of Flaming Death 3U 4 Wizard Item, Archer Black Amulet 1U 2 Wizard & Hero Item, Regenerate Power Scroll 1U 2 Wizard Item, Wizard Skull Staff 2U 3 Wizard Item, Magic Staff of Damnation 3U 4 Wizard Item, Slay Doomraider Banner 2U 3 Infantry Item, Signal Banemaster 2U 3 Hero Item, Slay Unholy Chalice 2U 3 Hero Item, Regenerate Black Axe of Krell 2U 3 Hero Item, Monster Asp Bow 2U 3 Hero Item, Archer Sword of the Kings 4U 5 Hero Item, Signal Armour of Bone 2U 3 Hero Item, Armor Gem of Blood 2U 3 Wizard & Hero Item, Regenerate Talon of Death 2U 3 Wizard & Hero Item, Monster Aura of Dark Majesty 3U 4 Vampire Power or Spell, Signal Curse of Years 2U 3 Vampire Power or Spell, Magic Summon Undead Horde 3U 4 Spell, Signal Vanhels Danse Macabre 4U 5 Spell, Cavalry The Dark Mist 2U 3 Spell, Armor Fear 1 1 Undead & Monster Ability, Fear Terror 2 3 Monster Ability, Fear Racial Ability: When writing orders add one attribute of Regenerate or Fear. Spells: Use spells from the Shadows and Death List.

TOMB KINGS OF KHEMRI CARD LIST Card Name Cost Force Notes Tomb King 5U 5 Hero Tomb Lord 4 4 Hero Lich High Priest 5U 5 Wizard, Magic Lich Priest 4 4 Wizard, Magic Skeleton Charioteer 3 3 Cavalry, Mount Skeleton Steed 1 1 Cavalry, Mount Skeleton Cavalry 2 2 Cavalry Book of Mighty Incarnations 2 3 Wizard Item, Wizard Tomb Guard 2 2 Martyr Mummy 4 4 Monster Undead Scorpion Swarm 3 3 Swarm Screaming Skeleton Catapult 3 2 War Machine, Fear Serpent Staff 1U 2 Wizard Item, Monster Flail of Skulls 2U 3 Hero Item, Berserk Tomb King’s Crown 4U 5 Hero Item, Signal The Blazing Chariot 4U 4 Cavalry, Mount Scroll of the Vengeful Dead 2U 3 Spell, Signal Scroll of Rightous Smiting 2U 3 Spell, Death Scroll of Urgency 2U 3 Spell, Cavalry Asp Arrows 2L2 3 Hero Item, Archers Racial Ability: When writing orders add one attribute of Monster or Fear. Notes: If you pick the Tomb Kings List, you may also use the Undead List. Spells: Use spells from the Death List.

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VON CARSTEIN VAMPIRE CARD LIST Card Name Cost Force Notes Count Vlad Von Carstein 8U 7 Hero, Magic, Wizard (Vampire) Isabella Von Carstein 4U 3 Hero, +2 with Vlad (Vampire) Black Coach 4U 4 Cavalry, Mount Wailing Blade 3U 4 Hero Item, Magic Carstein Ring 3U 5 Von Carstein Item, Regenerate Undying Love 3U 5 Von Carstein Virtue, Berserk Pure Blood 1U 2 Vampire Power, Magic Wolf Form 2U 3 Vampire Power, Beast Honor or Death 2U 3 Vampire Power, Hero Unbending Willpower 4U 5 Vampire Power, Courage Transfix 2U 3 Vampire Power, Immobilize Summon Wolves 3U 4 Vampire Power, Beasts Bat Form 1U 2 Vampire Power, Swarm Racial Ability: When writing orders add one attribute of Hero or Fear. Notes: If you pick the Von Carstein List, you may also use the Undead List.

ORDER OF THE BLOOD DRAGON VAMPIRE CARD LIST Card Name Cost Force Notes Grand Master Wallach 8U 7 Hero, Magic, Wizard (Vampire) Crimson Blade 1U 2 Hero Item, Monster Blood Chalice 2U 3 Hero & Wizard Item, Magic Blood Dragon Standard 3U 4 Infantry Item, Signal Undead Knights 4 3 Cavalry, Armor Doomrider 1U 2 Vampire Power, Cavalry Honor or Death 2U 3 Vampire Power, Hero Might of Arms 2U 3 Vampire Power, Death The Strength of Steel 2U 3 Vampire Power, Armor Blademaster 3U 4 Vampire Power, Armor Warrior Pride 2U 3 Vampire Power, Signal Red Fury 3U 4 Vampire Power, Berserk Killing Blow 4U 5 Vampire Power, Death Heart Piercing 5U 6 Vampire Power, Slay Racial Ability: When writing orders add one attribute of Hero or Berserk. Notes: If you pick the Blood Dragon List, you may also use the Undead List.

NECRARCH VAMPIRE CARD LIST Card Name Cost Force Notes Melkhior the Ancient 8U 7 Hero, Magic, Wizard (Vampire) Painbringer 3U 4 Hero Item, Magic Grimoire Necronium 3U 4 Wizard Item, Wizard Dark Acolyte 1U 2 Vampire Power, Wizard Unbending Willpower 4U 5 Vampire Power, Courage The Awakening 2U 3 Vampire Power, Death Master of the Black Arts 3U 4 Vampire Power, Wizard Supernatural Horror 2U 3 Vampire Power, Fear Forbidden Lore 2U 3 Vampire Power, Magic Curse of the Revenant 2U 3 Vampire Power, Armor Death Incarnate 3U 4 Vampire Power, Monster Nehekharas's Noble Blood 2U 3 Vampire Power, Hero Racial Ability: When writing orders add one attribute of Wizard or Fear. Notes: If you pick the Necrarch List, you may also use the Undead List.

LAHMIA VAMPIRE CARD LIST Card Name Neferata, Queen of Mysteries

Cost 8U

Force 7

Notes Hero, Magic, Wizard (Vampire)

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Blood Kiss 4U 5 Vampire Power, Magic Shadowblood 4U 5 Spell, Infantry Dagger of Jet 2U 3 Hero Item, Slay Ruby of Lahmia 2U 3 Vampire Item, Regenerate Black Cloak of Lahmia 3U 4 Hero Item, Armor Bastet the Familiar 1U 2 Wizard Item, Scout Lightning Reflexes 2U 3 Vampire Power, Berserk The Dead Walk Fast 1U 2 Vampire Power, Cavalry Swiftness 2U 3 Vampire Power, Cavalry Transfix 3U 4 Vampire Power, Immobilize Quickblood 2U 3 Vampire Power, Armor Innocence Lost 3U 4 Vampire Power, Slay Mist Form 1U 2 Vampire Power, Beast Seduction 2U 3 Vampire Power, Immobilize Night Creature 3U 4 Vampire Power, Armor Racial Ability: When writing orders add one attribute of Signal or Magic. Notes: If you pick the Lahmia List, you may also use the Undead List.

CHAOS DWARF CARD LIST Card Name Cost Chaos Dwarf Lord 5U Chaos Dwarf Champion 4 Chaos Dwarf Sorcerer 4 Chaos Dwarf Blunderbusses 3 Chaos Dwarves 2 Earth Shaker Cannon 5L2 Death Rocket 4L2 Great Taurus 6 Chimera 5 Lammasu 4 Gorgon 5 Bull Centaurs 3 Bull Centaur Lord 5U Hobgoblin Archers 2 Hobgoblin Wolfriders 2 Hobgoblins 2 Hobgoblin Spears 2 Hobgoblin Bolt Thrower 3 Minotaurs 4 Minotaur Champion 5 Minotaur Lord 6U Standard Bearer 1 Musician 1 Doomfire Ring 2U The Blade of Molten Lava 3U The Armour of Uzkul 2U Armor of the Furnace 3U Dark Mace of Death 2U Gauntlets of Bahzrakk the Cruel Banner of Slavery 2U Black Gem of Gnar 2U Chalice of Darkness 1U Obsidian Blade 2U Black Hammer of Hashut 2U Talisman of Obsidian 1U Doomroar 4U Shadows of Hashut 5U Magma Pool 2U Eruption 3U Flaming Hide 2U Ash Cloud 2U Sorcerer’s Curse 2U

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Force 5 4 4 3 2 5 1D6 5 4 3 4 3 4 2 2 2 2 3 4 5 6 1 1 3 4 3 4 3 2U 3 3 2 3 3 2 5 6 3 4 3 3 3

Notes Hero Hero Magic, Wizard Archers Infantry War Machine War Machine Mount, Flying, Monster Mount, Flying, Monster Mount, Flying, Monster Monster, Magic Cavalry Hero, Cavalry Archers Cavalry Infantry Spears War Machine Berserk Hero Hero Signal Signal Hero & Wizard Item, Magic Hero Item, Magic Hero Item, Armor Hero Item, Armor Hero Item, Fear 3 Hero Item, Berserk Infantry Item, Signal Hero & Wizard Item, Scout Hero & Wizard Item, Regenerate Hero Item, Spears Hero Item, Infantry Hero & Wizard Item, Magic Spell, Fear Spell, Monster Spell, Teleport Spell, Death Spell, Armor Spell, Disaster Spell, Hero

Flames of Azgorh 2U 3 Spell, Archer Lava Storm 3U 4 Spell, Disaster Fist of Fire 1U 2 Spell, Hero Racial Ability: When writing orders add one attribute of Signal or War Machine. Spells: Use spells from the Metal or Fire lists.

DARK ELF CARD LIST Card Name Cost Force Notes Witch King of Naggaroth 7U 6 Hero, Wizard, Magic Captain of the Black Guard 6U 6 Hero Master Executioner 6U 5 Hero, Berserk Master of Assassins 5U 4 Hero, Ambush The Hag Queen 5U 5 Magic, Wizard Beastlord 5U 4 Hero, Beast Darklord General 5U 5 Hero Deathdealer 3 3 Hero Deathshade Champion 2 2 Hero Witch-Helm Champion 4 3 Hero, Magic Dread Knight 4 4 Hero Dark Elf Wizard 4 4 Magic, Wizard Dark Elf Sorceress 3 3 Magic, Wizard Dark Elf Assassins 3L2 2 Scouts, Ambush Doomdrakes 4 4 Cavalry Cold One Knights 3 3 Cavalry Cold One 1 1 Mount, Cavalry Cold One Chariot 3 3 Mount, Cavalry Manticore 6U 5 Mount, Monster Flying Black Dragon 7U 6 Mount, Monster Flying Dark Riders 2 2 Cavalry Whelp Master & Warhounds 2L2 2 Beasts Dark Elf Crossbows 2 2 Archers Repeating Crossbows 3 3 Archers Witch Elves 4L2 3 Infantry, Magic Dark Elf Warriors 2 2 Infantry Dark Elf Corsiars 3 3 Infantry Executioners 4L2 4 Berserk Black Guard 3L2 3 Martyr Dark Elf Spearmen 2 2 Spears Dark Elf Shades 2L2 2 Scouts Reaper Bolt Throwers 2 2 War Machine Standard Bearer 1 1 Signal Cauldron of Blood 5U 3 Magic, Regenerate, Signal War Hydra 6U 5 Monster, Regenerate Parasitic Blade 2U 3 Hero Item, Drain Arcane Arrow 1U 2 Hero Item, Archer Frostblade 2U 3 Hero Item, Magic Executioners Axe 2U 3 Hero Item, Berserk Deathsword 3U 4 Hero Item, Slay Amulet of Fire 1U 2 Wizard Item, Archer Parrying Blade 2U 3 Hero Item, Armor Hydra Sword 2U 3 Hero Item, Infantry Whip of Agony 2U 3 Hero Item, Fear Galvorn Armor 2U 3 Hero Item, Armor Sea Dragon Cloak 1U 2 Hero Item, Armor Darkstar Cloak 1U 2 Wizard Item, Armor Blade of Ensorcelled Iron 2U 3 Hero Item, Hero Armour of Meteoric Iron 3U 4 Hero Item, Armor Racial Ability: When writing orders add one attribute of Wizard or Cavalry. Spells: Use spells from the Shadow or Death lists.

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HIGH ELF CARD LIST Card Name Cost Force Notes Prince Tyrion 5U 5 Hero Elf Lord 4 4 Hero Mage Lord Teclis 6U 6 Magic, Wizard Archmage 5 5 Magic, Wizard Pegasus 1 1 Mount, Flying Elven Steed 1 1 Mount, Cavalry Griffon 4 4 Mount, Flying Unicorn 4 3 Mount, Magic, Cavalry Great Eagle 5 5 Mount, Flying Dragon 7 6 Mount, Flying, Monster Commander 3 3 Hero Mage 4 4 Magic, Wizard Priest of Isha 2 2 Magic Sea Elf Spears 2 2 Spears Sea Elf Archers 2 2 Archers Light Elf Spears 1 1 Spears Light Elf Archers 3 3 Archers Guards of the Gates 4L2 3 Infantry, Archers White Lion Axers 4 4 Infantry Gales of Blades 3 3 Scouts Shadow Worriers 3L2 2 Scouts, +2 vs Dark Elves Lothern Seaguard 3L4 2 Infantry, Archers Repeater Bolt Thrower 3 2 War Machine Phoenix Guard 4 3 Armor, Spears Sword Master 5 5 Hero Tiranoc Chariot 4 4 Cavalry Silver Helms 3 3 Cavalry Ellyrian Reavers 3 2 Cavalry, Scouts Dragon Princes 5 5 Cavalry Dragon Kin 8 7 Flying, Monster Earth Elemental 8U 7 Magic, Monster Water Elemental 6U 5 Magic, Monster Fire Elemental 7U 6 Magic, Monster Air Elemental 6U 4 Magic, Flying, Monster Handmaiden Guard 2L2 1 Spears, Archers Banner of Hoeth 2U 2 Signal High Elf Warhorn 1U 1 Signal Staff of Power 3U 4 Wizard Item, Magic Banisher Sword 2U 3 Hero Item, +2 vs Undead Potion of Might 1L2 2 Hero Item, Magic Dragonlbade Lance 3U 4 Hero Item, +2 vs Monsters Drain Magic 2U 3 Spell, +4 vs Wizard Vauls Unmaking 3U 4 Spell, Magic Resistance Fury of Khaine 4U 5 Spell, Infantry Flames of the Phoenix 5U 6 Spell, Flying Racial Ability: When writing orders add one attribute of Wizard or Hero. Spells: Use spells from any list.

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EMPIRE CARD LIST Card Name Cost Force Notes Emperor Karl Franz 7U 6 Hero, Armor The Grand Theogonist 5U 5 Magic Battle Wizard 4 4 Magic, Wizard Champion of the Empire 6 6 Hero Imperial Hero 5 5 Hero Elector Counts 4 3 Hero, Cavalry Captain 3 3 Hero Imperial Herald 2 2 Signal Imperial Outriders 3L2 1 Cavalry, Scouts, Archers Knights of the Blazing Sun 3 3 Cavalry Knights Panther 4 4 Cavalry White Wolf Knights 5 5 Cavalry Reiksguard 4 3 Infantry, Armor Greatswords 3 3 Infantry Footsoldiers 1 1 Infantry Swordsmen 2 2 Infantry Flagellants 2 2 Berserker Halberdiers 3 3 Spears Halflings 1 1 Scouts Pistoliers 2 1 Archers, Cavalry Crossbowmen 2 2 Archers Handgunners 3 3 Archers Bowmen 2 2 Archers Imperial War Wagon 4L2 3 Armor, Cavalry Helblaster Volley Gun 3 3 War Machine Imperial Great Cannon 5 5 War Machine Imperial Steam Tank 6U 5 Armor, War Machine Halfling Hotpot 2 2 War Machine Pegasus 2L2 2 Mount, Flying Hippogriff 3L2 3 Mount, Flying Armor of Brilliance 2U 3 Hero Item, Armor Blessed Sword 1U 2 Hero Item, +2 vs Undead Hammer of Sigmar 3U 4 Hero Item, Infantry Banner of Wrath 2U 3 Infantry Item, Signal Standard of Sorcery 1U 2 Infantry Item, Magic Sword of Might 3U 4 Hero Item, Magic Orb of Thunder 2U 3 Wizard Item, Archers Ring of Volans 1U 2 Hero & Wizard Item, Magic Racial Ability: When writing orders add one attribute of Infantry or Cavalry. Spells: Use spells from any 2 lists.

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BRETONNIAN CARD LIST Card Name Duke The Green Knight Champion Paladin Squire Gamekeeper Fey Enchantress Damsel of the Lady Barded Warhorse Pegasus Hippogriff Ribaud Organ Gun Table Mounted Cannon Ballista Bretonnian Lords Grail Knights Knights of the Realm Knights Errant Bowmen of Bergerac Bretonnian Archers Foot Knights Retainers Bretonnian Pikes Men-at-arms with Halberds Sergeant Standard Bearer Musician Amber Amulet Blade of Couronne Morning Star of Fracasse Armor of Brilliance Lance of the Quest Mithril Great Helm Ruby Goblet

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Cost 5 5U 4 4 1 2L2 5U 3 1 2L2 3L2 3 4 2 5 4 3 2 3 2 3 2 2 3 2 1 1 1U 2U 2U 2U 2U 1U 2U

Force 5 4 4 3 1 1 5 3 1 2 3 3 4 2 4 4 3 2 3 2 3 2 2 3 1 1 1 2 3 3 3 3 2 3

Notes Hero Hero, Magic Hero Hero, Magic Hero Hero, Scout Magic, Wizard Magic, Wizard Mount, Cavalry Mount, Flying Mount, Flying War Machine War Machine War Machine Cavalry, Armor Cavalry Cavalry Cavalry Archers Archers Infantry Infantry Spears Spears Hero, Signal Signal Signal Hero & Wizard Item, Magic Hero Item, +2 vs Undead Hero Item, +2 vs Items Hero Item, Armor Hero Item, Cavalry Hero Item, Armor Hero & Wizard Item, Magic

Holy Icon 3U 4 Hero & Wizard Item, Magic Tress of Isoulde 3U 4 Hero Item, +2 vs Heroes Crown of Bretonnia 4U 5 Hero Item, Signal Banner of Righteous Retribution 2U 3 Infantry Item, +2 vs Archers Valorous Standard 2U 3 Infantry Item, Signal The Silver Mirror 1U 2 Wizard Item, +2 vs Wizards Errantry Banner 1U 2 Cavalry Item, Signal Lance Formation 1U 2 Cavalry Tactic, Signal Knight's Virtue 1U 2 Hero Virtue, Cavalry Questing Virtue 2U 3 Hero Virtue, Scout Grail Virtue 3U 4 Hero Virtue, Signal Lady of the Lake Blessing 4U 5 Hero Virtue, Hero Plate-Mail 1U 2 Hero or Knight Virtue, Armor Racial Ability: When writing orders add one attribute of Hero or Armor. Spells: Use spells from any 2 lists except Shadows & Death.

KISLEV CARD LIST Card Name Cost Force Notes The Ice Queen of Kislev 7U 7 Magic, Wizard Frost Mage 4 4 Magic, Wizard Kislev Horse Archers 3 2 Cavalry, Archers Kislev Winged Lancers 3 3 Cavalry Kislev Youths 2 2 Infantry Kislev Veterans 3 3 Infantry Kislev Crossbows 2 2 Archers Kislev Spears 2 2 Spears Kislev Scouts 1 1 Scouts Polar Bears & Trainer 3 3 Beast Crystal Cloak 2U 3 Spell, Ambush Freeze 2U 3 Spell, Infantry Death Freeze 3U 4 Spell, Death Ice Shards 4U 5 Spell, Archers Fear Frost 5U 6 Spell, Fear Chill Wind 5U 6 Spell, Immobilize Racial Ability: When writing orders add one attribute of Berserk or Cavalry.

LIZARDMAN CARD LIST Card Name Slann Mage-Priest Palanquin Cold Blooded Saurus Hero Cold One Skink Hero Shield of the Old Ones Thick Skinned Scaly Skinned Skink Shaman Stegadon with Giant Bow Stegadon Saurus Warriors Skink Skirmishers Poisoned Arrows Poisoned Javelins Aquatic Jungle Swarm Temple Guards Saurus Cavalry Kroxigors Salamander Skink Runners Terradon Riders

Cost 5U 3U 1 3 1 2 3 2 1 1 4 3 2 1 2 1 3 2 3 4 4L2 1 3

Force 5 3 1 3 1 2 3 2 1 1 5 4 3 2 2 3 1 3 2 3 4 3 1 2

Notes Magic, Wizard Mount, Signal Lizardman Virtue, Hero Hero Mount, Cavalry Hero Lizardman Virtue, Armor Lizardman Virtue, Armor Lizardman Virtue, Armor Magic, Wizard 4 Monster, War Machine Mount, Monster Infantry Archers, Scout Archers & Scout Item, Poison Archers & Scout Item, Poison Skink Virtue, Ambush Swarm Infantry, Martyr Cavalry Berserkers Cavalry, Monster Cavalry Flying, Archers

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Chameleon Skinks 3L2 2 Ambush, Scouts Chameleon 2 2 Lizardman Virtue, Ambush Piranha Blade 2U 3 Hero Item, Infantry Dagger of Sotek 1U 2 Hero & Wizard Item, Poison Sword of the Hornet 3U 4 Hero Item, Hero Bitametl 2U 3 Hero Item, Armor Stegadon Helm 3U 4 Hero Item, Armor Glyph Necklace 2U 3 Hero & Wizard Item, Regenerate Amulet of Itzl 1U 2 Hero & Wizard Item, Armor Amulet of Xapati 1U 2 Hero & Wizard Item, Magic Cloak of Feathers 1U 2 Hero & Wizard Item, Flying Bane Head 2U 3 Hero Item, +2 vs Heroes Plaque of Dominion 3U 4 Wizard Item, Wizard Totem of Prophecy 1U 2 Infantry Item, Fear Sun Standard of Chotec 2U 3 Infantry Item, Armor Totem of the Crested Ones 1U 2 Infantry Item, Armor Jaguar Standard 1U 2 Infantry Item, Cavalry Mark of the Old One 2U 3 Hero & Wizard Mark, Armor Mark of Tlaxcotl 2U 3 Hero & Wizard Mark, Signal Mark of Chotec 2U 3 Hero & Wizard Mark, Infantry Mark of Sotec 2U 3 Hero & Wizard Mark, Berserk Mark of Topec 2U 3 Wizard Mark, Wizard Mark of Huanchi 2U 3 Hero & Wizard Mark, Cavalry Mark of Tzunki 2U 3 Hero & Wizard Mark, Spears Racial Ability: When writing orders add one attribute of Scout or Armor. Spells: Use spells from any list.

KHORNE DEMONS CARD LIST Card Name Cost Force Notes Bloodthirster 9U 7 Monster, Berserk, Flying Bloodletters 3 3 Berserk Khorne Juggernaut Riders 4 4 Cavalry Khorngor Beastmen 2 2 Infantry Khorne’s Favor 1 1 Demonic Gift, Berserk Spellbreaker 1U 1 Demonic Gift, Wizard Blood Greed of Khorne 2U 2 Demonic Gift, Berserk Armor of Khorne 2U 2 Demonic Gift, Armor Mark of Khorne 2 2 Chaos Mark, Berserk Notes: If you pick a Demon List, you may also use the Chaos List. Racial Ability: When writing orders add one attribute of Infantry or Berserk.

NURGLE DEMONS CARD LIST Card Name Great Unclean One Plaguebearers Beast of Nurgle Riders Beast of Nurgle Pestigor Beastmen Nurglings Nurgle’s Cloud of Flies Pillar of Putrefaction Rancid Visitation Plague Wind Shrivelling Pox Stench of Nurgle Plague Flail Death Head of Nurgle Stream of Corruption Miasma of Pestilence Immensity Biting Tongue Face of Nurgle

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Cost 9U 3 4 3 2 1 3U 4U 4U 5U 3U 1 2 3 2 1 2

Force 7 3 3 3 2 1 1 3U 4 5 5 6 4 2 2 3 2 1 2

Notes Monster, Regenerate, Wizard Regenerate Cavalry, Monster Monster Infantry Martyr 1 Demonic Gift, Swarm 4 Spell, Flying Spell, Poison Spell, Disease Spell, Death Spell, Immobilize Hero Item, Death Hero or Wizard Item, Archer Chaos Gift, Poison Chaos Gift, Disease Chaos Gift, Armor Chaos Gift, Spears Chaos Gift, Fear

Nurgling Infestation 2 2 Chaos Gift, Berserk Nurgle's Rot 1 1 Chaos Gift, Disease Mark of Nurgle 1 1 Chaos Mark, Fear Notes: If you pick a Demon List, you may also use the Chaos List. Racial Ability: When writing orders add one attribute of Fear or Magic. Spells: Use spells from any list.

TZEENTCH DEMONS CARD LIST Card Name Cost Force Notes Lord of Change 9U 6 Monster, Magic, Wizard, Flying Horrors 3 3 Magic Flamers of Tzeentch 3 2 Flying, Archers Tzaangor Beastmen 2 2 Infantry Disc of Tzeentch 1 0 Flying, Mount, Magic Tzeentch’s Will 2U 2 Demonic Gift, Magic Blue Fire of Tzeentch 2U 3 Spell, Archer Shield of Fire 3U 4 Spell, Armor Pink Fire of Tzeentch 3U 4 Spell, War Machine Boon of Tzeentch 4U 5 Spell, Magic Touch of Tzeentch 4U 5 Spell, Death Glean Magic 5U 6 Spell, Wizard Mark of Tzeentch 2 2 Chaos Mark, Wizard Notes: If you pick a Demon List, you may also use the Chaos List. Racial Ability: When writing orders add one attribute of Wizard or Magic. Spells: Use spells from any list.

SLAANESH DEMONS CARD LIST Card Name Cost Force Notes Keeper of Secrets 9U 7 Monster, Magic, Wizard Daemonettes 3 3 Spears Fiends of Slaanesh 3 3 Infantry Steed of Slaanesh Riders 3 3 Cavalry Slangor Beastmen 2 2 Infantry Soporific Musk 2 2 Demonic Gift, Infantry Aura of Slaanesh 2U 2 Demonic Gift, Signal Pain of Slaanesh 2U 3 Spell, Immobilize Cacophonic Choir 3U 4 Spell, Signal Bondage of Slaanesh 3U 4 Spell, Immobilize Acquiescence 4U 5 Spell, Fear Cursed Caress 4U 5 Spell, Slay Succour of Chaos 5U 6 Spell, Signal Mark of Slaanesh 2 2 Chaos Mark, Magic Notes: If you pick a Demon List, you may also use the Chaos List. Racial Ability: When writing orders add one attribute of Signal or Magic. Spells: Use spells from any list.

CHAOS CARD LIST Card Name Demon Prince Exalted Demon Chaos Lord Chaos Sorcerer Lord Exalted Champion Chaos Champion Chaos Sorcerer Chaos Warriors Chaos Knights Chaos Bowmen Familiar

Cost 7U 5 5U 6U 4L2 3 3 4 4 2 1

Force 5 5 5 5 4 3 3 3 3 2 1

Notes Hero, Flying, Wizard Hero Hero Hero, Magic, Wizard Hero Hero Magic, Wizard Infantry, Armor Cavalry, Armor Archers Wizard "Item", Wizard

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Chaos Cultists 1 1 Infantry Chaos Thugs 2 2 Infantry Chaos Marauders 2 2 Ambush Marauder Chieftan 2 2 Hero Aspiring Champion 1 1 Hero Chaos Steed 1 1 Cavalry, Mount Chaos Chariot 3 3 Cavalry, Mount Marauder Cavalry 2 2 Cavalry Chaos Tomb Blade 2 3 Hero Item, Fear Demon Sword 2 3 Hero Item, Infantry Crimson Armor of Dargan 3 4 Hero Item, Armor Chaos Runeshield 2 3 Hero Item, Armor Banner of Wrath 2 3 Infantry Item, Archer Skull of Katam 1 2 Wizard Item, Archer Blade of the Ether 2U 3 Hero Item, Hero Spellcaster 1 2 Hero Gift, Wizard Magic Resistance 1 1 Demonic Gift, Magic Resistance Soul Hunger 1U 1 Demonic Gift, Infantry Chaos Disruption 1U 1 Demonic Gift, Armor Radiance of Dark Glory 2U 2 Demonic Gift, Armor Diabolic Splendor 1U 1 Demonic Gift, Magic Cause Fear 1 1 Demonic Gift, Fear Racial Ability: When writing orders add one attribute of Fear or Berserk. Notes: You may also use the Beastmen List. Spells: Use spells from Beast, Metal, Shadows, Fire, Heavens, and Death Lists.

BEASTMEN CARD LIST Card Name Beastlord Beastman Chieftan Beastman Champion Beastman Shaman Ungor Beastmen Gor Beastmen Beastmen Spears Bestigor Beastmen Standard Bearer Musicians Flesh Hounds Chaos Spawn Chimera Minotaurs Centaurs Harpies Chaos Trolls Chaos Ogres Dragon Ogre Chaos Dragon Beastmen Chariot Scimitar of Skultar Great Fang Axes of Khorgor Black Maul Armor of Bones Shield of Korag Helm of the Minotaur Blood Drinker Armour Horn of Gungrak Cursing Bones Spell Totem Iron Collar Heart of Chaos Shaman Staff Beast Banner

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Cost 5 4 4 3U 1 2 2 3 1 2 2 4 6 4 4 2 5 4 5U 7 2 2U 2U 2U 1U 2U 1U 1U 2U 3U 1U 2U 1U 2U 1U 1U

Force 5 4 3 3 1 2 2 3 1 2 2 4 5 4 3 2 4 4 5 6 2 3 3 3 2 3 2 2 3 4 2 3 2 3 2 2

Notes Hero Hero Hero, Berserk Magic, Wizard Scout Infantry Spears Berserk Signal Signal Beasts Monster Monster, Flying, Mount Berserk Cavalry, Archers Flying Monster, Regenerate Monster Monster Monster, Flying, Mount Cavalry, Mount Hero Item, Hero Hero Item, Spears Hero Item, Infantry Hero Item, Monster Hero Item, Armor Hero Item, Armor Hero Item, Fear Hero Item, Berserk Hero Item, Signal Wizard or Hero Item, Magic Wizard Item, Wizard Hero Item, Armor Hero Item, Berserk Wizard Item, Wizard Infantry Item, Signal

Racial Ability: When writing orders add one attribute of Beast or Berserk. Spells: Use spells from Beast, Shadows, and Death Lists.

SPELL LISTS THE LORE OF FIRE Card Name Fireball Flaming Sword of Rhuin Fiery Blast Burning Head Conflagration of Doom Wall of Fire

Cost 2U 2U 3U 4U 5U 5U

Force 3 3 4 5 6 6

Notes Spell, Spell, Spell, Spell, Spell, Spell,

Archers Death Slay Fear Disaster Armor

Force 3 3 4 5 5 6

Notes Spell, Spell, Spell, Spell, Spell, Spell,

Magic Scout Spears Slay Death Disaster

Force 2 3 4 4 5 6

Notes Spell, Spell, Spell, Spell, Spell, Spell,

Slay Immobilize Cavalry Archers Magic Resistance Magic Resistance

Force 3 3 3 4 4 5

Notes Spell, Spell, Spell, Spell, Spell, Spell,

Scout Archers Spears Regenerate Courage Immobilize

Force

Notes

THE LORE OF THE HEAVENS Card Name Second Sign of Amul Portent of Far Forked Lightning Uranons’s Thunderbolt Storm of Cronos The Comet Casandora

Cost 2U 2U 3U 4U 4U 5U

THE LORE OF METAL Card Name Cost Rule of Burning Iron 1U Commandment of Brass 2U Transmutation of Lead 3U Distillation of Molten Silver 3U Law of Gold 4U Bane of Forged Metal 5U

THE LORE OF LIGHT Card Name Pha’s Illumination Shem’s Burning Gaze Urru’s Dazzling Brightness Ulzah’s Healing Hand Karu’s Guardian Light Amshu’s Blinding Light

Cost 2U 2U 2U 3U 3U 4U

THE LORE OF SHADOW Card Name

Cost

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Steed of Shadows Creeping Death Pelt of Midnight Shades of Death Unseen Lurker Pit of Shades

1U 2U 3U 3U 4U 5U

2 3 4 4 5 6

Spell, Spell, Spell, Spell, Spell, Spell,

Mount, Cavalry Swarm Armor Hero Ambush Death

Cost 3U 3U 3U 3U 4U 1U

Force 4 4 4 4 5 2

Notes Spell, Spell, Spell, Spell, Spell, Spell,

Immobilize Fear Ambush Death Armor Immobilize

Force 3 3 3 4 4 5

Notes Spell, Spell, Spell, Spell, Spell, Spell,

Immobilize Scout Beast Flying Fear Cavalry

Cost 2U 2U 3U 3U 4U 5U

Force 3 3 4 4 5 6

Notes Spell, Spell, Spell, Spell, Spell, Spell,

Death Ambush Drain Poison Drain Fear

Cost 1U 1U 2U 2U 2U

Force 2 2 3 3 3 3U 4 4 4 5

Notes Spell, Spell, Spell, Spell, Spell, 4 Spell, Spell, Spell, Spell,

Scout Regenerate Archer Drain Armor Spell, Flying Regenerate Spears Cavalry Disaster

THE LORE OF LIFE Card Name Father of the Thorn The Howling Wind Master of the Wood Master of Stone The Rain Lord Mistress of the Marsh

THE LORE OF BEASTS Card Name The Oxen Stands The Eagle’s Cry The Bear’s Anger The Crow’s Feast The Beast Cowers The Wolf Hunts

Cost 2U 2U 2U 3U 3U 4U

THE LORE OF DEATH Card Name Dark Hand of Death Death Dealer Steal Soul Wind of Death Drain Life Doom & Darkness

THE LORE OF JADE Card Name The Green Eye The Jade Shroud The Emerald Fountain Hand of Decay The Cloak of Dainne The Pool of Many Places The Jade Casket The Thousand Cuts Mist of Speed The Emerald Waterfall

3U 3U 3U 4U

VARIANTS 50 card decks would have a cost limit of 125.

DESIGNERS NOTES Doing Research… Will add more: Spells, Magic Items, Units, Army Lists

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Possible rules revisions.

*FIRST EDITION BASIC RULES VARIANT *TURN SEQUENCE Each turn has 4 phases: Orders Phase March Phase Battle Phase Blood Phase

*ORDERS PHASE Players draw a hand of 10 cards. If a deck runs out, shuffle the reserve pile & draw from it.

*MARCH PHASE Players may discard up to 5 cards to their reserve piles and draw replacement cards.

*BATTLE PHASE Players reveal their hands. Determine a Battle Total for each player. Each card contributes its force rating to the Battle Total. The Player with the most Archer units gets a +2 bonus. The Player with the most Infantry units gets a +2 bonus. The Player with the most Spears units gets a +2 bonus. The Player with the most War Machine units gets a +2 bonus. The Player with the most Cavalry units gets a +2 bonus. The Player with the most Flying units gets a +2 bonus. The Player with the most Leader units gets a +2 bonus. The Player with the most Hero units gets a +2 bonus. The Player with the most Magic units gets a +2 bonus. The Player with the most Scout units gets a +2 bonus. The Player with the most Monster units gets a +2 bonus. The Player with the most Beast units gets a +2 bonus. The Player with the most Spears units gets a +2 bonus. If you play a Leader card with a Mount card get a +1 bonus. If a unit has the Ambush trait roll 1D6: On 1-3 the units Force is +2. On 4-6 there is no bonus. If a unit has a “Versus” attribute (Such as +2 vs Orcs) the Unit only gets the bonus if the opponent plays a unit of the appropriate type. Items may only be played if a card that can use it is also played.

*BLOOD PHASE The Player with the highest Battle Total wins the hand. The loser puts his 1D6 random cards into his casualty pile. Remaining cards go into each players reserve pile.

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WARP PLAY INTRODUCTION Concepts for role playing games. Feyden Little people Dwarfland All Dwarf Roleplaying Orcland 12 AC Orcs Rule! by Stave Jugger Mighty Juggernaughts clash Skyie Fantasy Fliers Crystal Warriors Crystal Tech Mutant Trolls Psionics as Fantasy Metaland Rock & Roll Lunatech Moon Madness Free d20 RPG core rules

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WARP SKIRMISH • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •

Ancient Warfare To War!!!!! Huscarl Norse Tribes. Periplus Greek Naval Warfare. Bujutso Japanese Martial Arts. Aztec Skirmish Conquistadors vs Aztecs. Daimyo 14th Century Japanese bloodshed. Grognards Napoleonic men, guns & horses. Blown Away Ships of the Line. Buccaneers Boarding Action. Methuselah Vampire Hunting. Russo-Turkish War 1877. Custer's Last Stand Red Man's Revenge. Gunslingers of the Old West. Fix Bayonets Man to Man fighting in the Argonne Forest. Operation Blitzkrieg WWII Ground combat. Carriers WWII Naval combat. Panzer WWII Tank warfare. Autumn Mist Battle of the Bulge. Russo-German War Abstract Barbarossa. Biker Brawl Hell on Wheels. Orbital Escalation Low Earth Orbit Combat. Tron Skirmish Don't get De-rezzed! Monster Brawl Godzilla vs Rodan. Wing Commander Fighters Kilrathi vs Terrans. Battletech Skirmish Giant Robot Combat. Starship Troopers Destroy the Arachnoid Threat! Phasers Star Trek Fleet Actions. Spice Raid Man-to-Man fighting on Dune. Berserker Save your Planet! Transformers Skirmish Autobots vs Deceptacons. Battle for Hoth Star Wars Scenario. Star Wars Dogfight X-Wings vs TIE Fighters. Geonosis Arena Skirmish Star Wars Scenario. Robotech Skirmish Veritech Fighters vs Zentraedi Battle Pods. Star Command Buzz Lightyear vs Evil Emperor Zurg. Earth Defense Force Star Blazers: Fire the Wave Motion Gun! 40K Skirmish Space Marines vs Genestealers. Fleets of the Imperium Warhammer 40K Space Fleet Action. Martian Cloudships and Victorian Aerial Gunboats. He-Man Skirmish Take a thwak at Skeletor. X-Men Skirmish X-Men vs Sentinels. Spelljammer Skirmish AD&D in Space! Five Armies The Battle for Smaug's Treasure. Moria Skirmish Fellowship vs Moria Orcs. Archon Skirmish Light vs Dark. Wizard Skirmish Magical Battle. Fantasy Skirmish Orcs & Dwarves, Orcs & Dwarves... Narnia Skirmish Help Aslan defeat the White Witch. Legend of the Five Rings Skirmish Crane vs Crab.

0.0 INTRODUCTION Warp Skirmish is an abstract Wargame system that utilizes a mix

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of board, card, dice and unit elements to create a system with chess-like strategy, fog-of-war uncertainty and module expandability. Presented here are the base mechanics and several modules that are ready for play. The modules contain the game setting, background , unit and card definitions and the rules that augment or change the Warp Skirmish engine. 1.0 The Warp Skirmish Engine 1.1 The Map An 8x8 chessboard can be used to play most games. Terrain aspects are detailed in the module. 1.2 The Units Each module will detail the number, attributes and start positions of the units involved. 1.3 The Cards The players either draw from a common deck of cards or have a their own deck of cards. The make up of the deck is detailed in the module. The cards represent actions, resources, attributes, and other aspects of the modules setting. 1.4 Victory Conditions Each module will detail the conditions that need to be met for a player or players to be declared the victorious. 1.5 Turn Sequence A player is randomly selected to go thru the Turn Sequence first. Each module will detail the exact Turn Sequence; the basic phases are usually as follows. 1.5.1 Orders Phase The player draws 3 cards. If the deck runs out the discard pile is shuffled and used as the deck. The maximum number of cards that can be help is 5 cards. After drawing player must discard excess cards. 1.5.2 Maneuver Phase The player discards a Movement type card. A Movement card will be marked as such and will have a number that will indicate the number of spaces a unit may move. Movement cards are often valid for specific types of units. The player can then select a valid unit and move them that number of spaces. The directions a particular unit can move in, as well as other movement restrictions, are detailed in the module. 1.5.3 Fire Phase The player discards an Attack type card. An Attack card will be marked as such and will have a number that will indicate the range of an attack. Attack cards are often valid for specific types of units. The player can then select a valid unit to attack and a valid target. The effects of the attack, as well as restrictions and reactions by the target, are detailed in the module. 1.6 Strategic Variant Make Orders Phase the Last phase of the Turn Sequence, and play with card hands face up.

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WARPHAMMER EMPIRES INTRODUCTION War Hammer Theme. Module for the Warp Empires system. You must use the Warp Empires system to play this game.

MAP Fantasy Setting

VICTORY Either side wins automatically if all opposing units are destroyed.

SETUP Each side starts with a City, 2 Heroes and 10 random units.

ACTION DECK Players share a common Action deck (at bottom of page).

REVENUE PHASE Villages produce a Revenue = 1 Towns & Mines produce a Revenue = 2 Cities produce a Revenue = 3

RECRUIT PHASE Spells can be attached to any stack with a Wizard unit. Units must start in a settlement you control. Ships must start in a Coastal settlement.

MOVE PHASE Flyers can move up to 4 spaces. Flyers can jump over enemy units. Ships & Sea units can only move into coastal spaces or spaces with lakes or rivers. Only Flyers, Ships & Sea units can enter deep sea spaces. Each Ship can carry one other unit. A nonflying stack must stop upon entering a mountain, swamp, or desert territory.

BATTLE PHASE Wizards & Heroes are considered to be Leaders. Towns & Forests give defending units +1 Force each. Cities, Castles and Mountains give defending units +2 Force each. If defeated, Heroes are simply sent back to the unit chit pile. Spells only generate Force if there is a Wizard in the stack.

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Magic Items only generate Force if the indicated unit type is in the stack. Mounts only generate Force if there is a Wizard or Hero that can ride them. Spell chits & Enhancement chits are automatically discarded after a battle before Casualties are determined.

DWARF UNIT LIST Unit Name: Gotrek Gurnisson Felix Jaegar Anvil of Doom Thorim Grudgebearer Dwarf Lord Dwarf Runesmith Hero Champion Standard Bearer Hornblower Clansmen Longbeards Dwarf Pikes Norse Dwarves Troll Slayers Giant Slayers Iron Breakers Tunnel Fighters Hammerers Organ Gun Bolt Thrower Thunderers Crossbows Mortar Fire Thrower Rangers Runners Gyrocopter Runestaff Rune Hammer Nautilus Monitor Ironclad Dreadnaught Rune of Cleaving Rune of Courage Iron Rune Rune of Might Rune of Banishment Rule of Burning Iron Commandment of Brass Transmutation of Lead Distill Molten Silver Law of Gold Bane of Forged Metal Stalwart Stubborn

#/Speed 1M 1M 1M 1M 1M 2M 2M 2M 2S 2S 2S 2S 2S 2S 2S 2S 2S 2S 2S 2S 2S 2S 2S 2S 2S 2M 2F 2FF 1 1 2M 2M 2M 1M 1 1 1 1 1 1 1 1 1 1 1 2 2

Cost 4 3 7 7 6 3 4 5 1 1 3 2 1 3 3 4 4 3 2 4 3 3 2 4 2 3 1 3 2 2 6 7 8 9 -

Force 3 3 6 6 5 3 3 4 1 1 2 2 1 3 2 3 3 3 2 4 3 3 2 4 2 2 1 2 3 3 3 7 8 9 3 3 4 5 6 2 3 4 4 5 6 1 2

Notes Hero, +2 if played with Felix Hero Magic, Signal, Wizard Hero, Armor Hero, Armor Magic, Wizard Hero, Armor Hero, Armor Signal Signal Infantry, Armor Infantry Spears Berserk Infantry, +2 vs Monsters Infantry, +2 vs Monsters Infantry, Armor Scouts Infantry War Machine War Machine Archers Archers War Machine War Machine Scouts, Ambush Scouts Scout, Flyer Wizard Item, Hero Hero Item, Magic Ship, Ambush, +6 vs Ships Ship, War Machine Ship, Armor Ship, War Machine Spell, Death Spell, Courage Spell, Armor Spell, Hero Spell, +2 vs Monsters Spell, Slay Spell, Immobilize Spell, Cavalry Spell, Archers Spell, Magic Resistance Spell, Magic Resistance Enhancement, Armor Enhancement, Armor

#/Speed 1M 1M 1M 2M 2M

Cost 7 6 5 4 2

Force 6 6 5 4 2

Notes Hero, Armor Hero Hero Magic, Wizard Archers

ORK UNIT LIST Unit Name: Azhag the Slaughterer Gorfang Rotgut Orc War Boss Orc Shaman Arrer Boyz

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Orc Boyz 2M Gretchen Mob 2M Harpy 2FF Giant Black Orcs 2M Big’uns 2M Savage Orcs 2M Wyvern 2FF Snakebite Orks 2M War Altar 2S Orc Man Mangler 2S Scythed Battle Chariot 2M Boar Boys (Snortas) 2F Rock Lobber 2S Stone Troll 2M Snotlings 2M Snotling Pump Wagon 2M Ogre 2M Slagga's SwordofSlashin The Red Fang 1 Evil Sun Armour 1 Daemon Staff 1 The Crown of Sorcery 1 Horn of Urgok 1 Book of Ashur 1 Standard of Might 1 Banner of Gork 1 Big Chukka 3 Drilla Killa 3 Hulk 1 Mork Save Us 1 Fists of Gork 1 Hand of Gork 1 Ere We Go 1 Mork wants Ya! 1 Gaze of Mork 1 Da Krunch 1 Waaagh! 1 Frenzy 1 Hatred 1 Animosity 1

2 1 3 5 4 3 5 3 6 4 3 2 4 5 1 2 4 1 2 2 1 1 1 2 1 2 6 7 9 -

2 1 3 5 4 3 5 2 4 4 3 2 4 4 1 2 4 3 3 3 2 2 2 3 2 3 6 7 9 3 3 4 3 3 4 5 6 3 2 1

Infantry Infantry Flying Infantry Infantry Infantry Mount, Flying Spears, Scouts Signal, Magic, Wizard War Machine Cavalry Cavalry War Machine Monster, Regenerates Infantry War Machine Monster 4 Hero Item, Hero Hero Item, Infantry Hero Item, Armor Wizard Item, Magic Hero Item, Wizard Hero Item, Signal Wizard Item, Magic Infantry Item, Magic Infantry Item, Signal Ship, War Machine Ship, Berserk Ship, Armor Spell, Armor Spell, Slay Spell, Flying Spell, Cavalry Spell, Martyr Spell, Death Spell, Disaster Spell, Signal Enhancement, Berserk Enhancement, Berserk Enhancement, Berserk

Cost 7 6 4 6 5 4 3 2 3 3 4 5 4 3 1 2 2 3 1 2 2

Force 6 5 4 6 5 3 3 2 1 3 4 5 3 3 1 2 2 3 1 1 2

Notes Hero, Armor Magic, Wizard Magic, Wizard Hero Hero Hero, Cavalry Hero Signal Cavalry, Scouts, Archers Cavalry Cavalry Cavalry Infantry, Armor Infantry Infantry Infantry Berserker Spears Scouts Archers, Cavalry Archers

EMPIRE UNIT LIST Unit Name: Emperor Karl Franz The Grand Theogonist Battle Wizard Champion of the Empire Imperial Hero Elector Counts Captain Imperial Herald Imperial Outriders KnightsoftheBlazingSun Knights Panther White Wolf Knights Reiksguard Greatswords Footsoldiers Swordsmen Flagellants Halberdiers Halflings Pistoliers Crossbowmen

#/Speed 1F 1M 2M 2F 2F 2F 2F 2M 2F 2F 2F 2F 2M 2M 2M 2M 2M 2M 2M 2F 2M

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Handgunners Bowmen Imperial War Wagon Helblaster Volley Gun Imperial Great Cannon Imperial Steam Tank Halfling Hotpot Pegasus Hippogriff Armor of Brilliance Blessed Sword Hammer of Sigmar Banner of Wrath Standard of Sorcery Sword of Might Orb of Thunder Ring of Volans Greatship Wargalley Wolfship Hellhammer Ironfist Second Sign of Amul Portent of Far Forked Lightning Uranons’s Thunderbolt Storm of Cronos The Comet Casandora

2M 2M 1M 2S 2S 1M 1S 1FF 1FF 1 1 1 1 1 1 1 1 1M 1M 1F 1S 1S 1 1 1 1 1 1

3 2 4 3 5 6 2 2 3 2 1 3 2 1 3 2 1 9 9 9 9 9 -

3 2 3 3 5 5 2 2 3 3 2 4 3 2 4 3 2 9 9 9 9 9 3 3 4 5 5 6

Archers Archers Armor, Cavalry War Machine War Machine Armor, War Machine War Machine Mount, Flying Mount, Flying Hero Item, Armor Hero Item, +2 vs Undead Hero Item, Infantry Infantry Item, Signal Infantry Item, Magic Hero Item, Magic Wizard Item, Archers Hero & Wizard Item, Magic Ship, Armor Ship, Berserk Ship, Scout Ship, War Machine Ship, War Machine Spell, Magic Spell, Scout Spell, Spears Spell, Slay Spell, Death Spell, Disaster

Cost 5 7 3 3 3 3 6 7 4 3 5 4 2 1 2 1 1 3 2 3 2 3 1 5 4 3 1 2 3 4 2 3 1

Force 5 6 3 2 2 2 5 6 4 3 5 4 2 1 2 1 1 2 1 3 2 3 1 5 4 3 1 2 3 5 3 4 1

Notes Hero Hero, Wizard, Magic Hero Hero, Beasts Hero, Magic Infantry, Magic Magic, War Machine Magic, Signal Berserk Magic, Wizard Magic, Wizard Magic, Wizard Infantry Spears Hero Infantry Archers Scout, Ambush Troops, Ambush War Machine Archers Archers Scout Monster Archers Infantry Signal Beasts Swarm Hero Item, Spears Hero Item, Signal Hero & Wizard Item, Magic 2 Hero & Wizard Item, Magic

SKAVEN UNIT LIST Unit Name: General T'Skot Verminlord Skaven Champion Skaven Beastmaster Plague Priest Plague Monks Doom Wheel Screaming Bell Plague Censer Warlock Engineer Grey Seer Clan Skryre Sorcerer Clan Rats Skaven Spears Skaven Slavemaster Rat Slaves Rat Slingers Clan Assassin Netters Warpfire Thrower Warplock Pistols Jezzail Rifles Gutter Runners Ogre-Rat Poison Wind Globadiers Storm Vermin Battle Standard Packmaster & GiantRats Rat Swarm Doom Glaive Crown of Command Heart of Woe Talisman of Ravensdark

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#/Speed 1F 1F 2F 2F 2M 2M 1S 1S 2M 1M 2M 2M 2M 2M 2M 2M 2M 2M 2M 2M 2M 2M 2F 2M 2M 2M 2M 2M 2M 1 1 1

Warpstone Armour 1 Golden Crown of Atrazar 1 Cloak of Mists & Shadow 1 Book of Secrets 1 Staff of Flaming Death 1 Warpstone Charm 1 Skavenbrew 1 Gouger 1 Weeping Blade 1 Warp Scroll 1 Storm Banner 1 Doom Ship 1M Plague Ship 2S Swarm Ship 2M Flail Ship 2M Skitterleap 1 Poison Wind 1 Warp Lightning 1 Vermintide 1 Curse of the Horned One Death Frenzy 1

2 4 2 3 3 1 1 1 3 2 2 9 8 7 6 1 -

3 5 3 3 4 2 1 2 4 3 3 9 8 7 6 3 3 4 3 6

Hero Item, Armor Hero & Wizard Item, Signal Hero & Wizard Item, Armor Wizard Item, Scout Wizard Item, Archer Hero & Wizard Item, Magic Hero & Infantry Item, Berserk Hero Item, Spears Hero Item, Fear Wizard Item, Archer Infantry Item, Magic Ship, Magic Ship, Disease Ship, Swarm Ship, Berserk Spell, Cavalry Spell, Flying Spell, Archers Spell, Swarm 5 Spell, Magic Spell, Berserk

Force 7 6 5 4 5 4 5 3 2 3 4 4 3 2 4 3 1 3 5 6 2 2 2 3 3 2 3 4 3 2 2 2 1 3 5 3 2 3 3 4

Notes 6 Hero, Wizard, Magic Hero Hero, Berserk Hero, Ambush Magic, Wizard Hero, Beast Hero Hero Hero Hero, Magic Hero Magic, Wizard Magic, Wizard Scouts, Ambush Cavalry Cavalry Mount, Cavalry Mount, Cavalry Mount, Monster Flying Mount, Monster Flying Cavalry 2 Beasts Archers Archers Infantry, Magic Infantry Infantry Berserk Martyr Spears Scouts War Machine Signal Magic, Regenerate, Signal Monster, Regenerate Hero Item, Drain Hero Item, Archer Hero Item, Magic Hero Item, Berserk Hero Item, Slay

DARK ELF UNIT LIST Unit Name: #/Speed Witch King of Naggaroth Black Guard Captain 1F Master Executioner 1F Master of Assassins 1F The Hag Queen 1F Beastlord 1F Darklord General 1F Deathdealer 2F Deathshade Champion 2F Witch-Helm Champion 2F Dread Knight 2F Dark Elf Wizard 2F Dark Elf Sorceress 2F Dark Elf Assassins 2F Doomdrakes 2F Cold One Knights 2F Cold One 2F Cold One Chariot 2F Manticore 1FF Black Dragon 1FF Dark Riders 2F WhelpMaster & Warhounds Dark Elf Crossbows 2M Repeating Crossbows 2M Witch Elves 2M Dark Elf Warriors 2M Dark Elf Corsiars 2M Executioners 2M Black Guard 2M Dark Elf Spearmen 2M Dark Elf Shades 2F Reaper Bolt Throwers 2S Standard Bearer 2M Cauldron of Blood 1S War Hydra 1S Parasitic Blade 1 Arcane Arrow 1 Frostblade 1 Executioners Axe 1 Deathsword 1

Cost 1F 6 6 5 5 5 5 3 2 4 4 4 3 3 4 3 1 3 6 7 2 1F 2 3 4 2 3 4 3 2 2 2 1 5 6 2 1 2 2 3

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Amulet of Fire 1 Parrying Blade 1 Hydra Sword 1 Whip of Agony 1 Galvorn Armor 1 Sea Dragon Cloak 1 Darkstar Cloak 1 Blade Ensorcelled Iron 1 Armour of Meteoric Iron Black Tower Ship 1M Kraken Ship 2F Ship of Thousand Blades Venom Dancer 2F Steed of Shadows 1 Creeping Death 1 Pelt of Midnight 1 Shades of Death 1 Unseen Lurker 1 Pit of Shades 1

1 2 2 2 2 1 1 2 1 9 8 2M 6 -

2 3 3 3 3 2 2 3 3 9 8 7 6 2 3 4 4 5 6

Wizard Item, Archer Hero Item, Armor Hero Item, Infantry Hero Item, Fear Hero Item, Armor Hero Item, Armor Wizard Item, Armor Hero Item, Hero 4 Hero Item, Armor Ship, Magic Ship, Monster 7 Ship, War Machine Ship, Poison Spell, Cavalry Spell, Swarm Spell, Armor Spell, Hero Spell, Ambush Spell, Death

Force 5 6 4 5 1 1 4 3 5 6 3 4 2 2 2 1 3 3 4 3 2 2 2 3 5 4 3 2 5 7 7 5 6 4 1 2 1 4 3 2 4 9

Notes Hero Magic, Wizard Hero Magic, Wizard Mount, Flying Mount, Cavalry Mount, Flying Mount, Magic, Cavalry Mount, Flying Mount, Flying, Monster Hero Magic, Wizard Magic Spears Archers Spears Archers Infantry, Archers Infantry Scouts Scouts, +2 vs Dark Elves Infantry, Archers War Machine Armor, Spears Hero Cavalry Cavalry Cavalry, Scouts Cavalry Flying, Monster Magic, Monster Magic, Monster Magic, Monster Magic, Flying, Monster Spears, Archers Signal Signal Wizard Item, Magic Hero Item, +2 vs Undead Hero Item, Magic Hero Item, +2 vs Monsters Ship, Signal

HIGH ELF UNIT LIST Unit Name: Prince Tyrion Mage Lord Teclis Elf Lord Archmage Pegasus Elven Steed Griffon Unicorn Great Eagle Dragon Commander Mage Priest of Isha Sea Elf Spears Sea Elf Archers Light Elf Spears Light Elf Archers Guards of the Gates White Lion Axers Gales of Blades Shadow Worriers Lothern Seaguard Repeater Bolt Thrower Phoenix Guard Sword Master Tiranoc Chariot Silver Helms Ellyrian Reavers Dragon Princes Dragon Kin Earth Elemental Water Elemental Fire Elemental Air Elemental Handmaiden Guard Banner of Hoeth High Elf Warhorn Staff of Power Banisher Sword Potion of Might Dragonblade Lance Eagleship

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#/Speed 1F 1F 2F 2F 1FF 1F 1FF 1F 1FF 1FF 2F 2F 2M 2M 2M 2M 2M 2M 2M 2M 2M 2M 2M 2M 2F 2F 2F 2F 2F 2FF 1S 1M 1F 1FF 2M 1 1 1 1 1 1 1F

Cost 5 6 4 5 1 1 4 4 5 7 3 4 2 2 2 1 3 4 4 3 3 3 3 4 5 4 3 3 5 8 8 6 7 6 2 2 1 3 2 1 3 9

Hawkship 3F Dragonship 3F Drain Magic 1 Vauls Unmaking 1 Fury of Khaine 1 Flames of the Phoenix 1 The Eagles Eye 1 Healing Aura 1 Shaft of Light 1 Hand of Decay 1 The Cloak of Dainne 1 The Pool of Many Places The Thousand Cuts 1 Mist of Speed 1 Bright Vortex 1

8 7 1 -

8 7 3 4 5 6 2 2 3 3 3 4 4 5

Ship, Scout Ship, Berserker Spell, +4 vs Wizard Spell, Magic Resistance Spell, Infantry Spell, Flying Spell, Scout Spell, Regenerate Spell, Archer Spell, Drain Spell, Armor 4 Spell, Teleport Spell, Spears Spell, Cavalry Spell, Disaster

GOBLIN (GOBOS) UNIT LIST Unit Name: General Grom Skarsnik Goblin War Boss Goblin Champion Goblin Shaman Goblin Spider Riders Gigantic Spider Forest Goblins Night Goblins Cockatrice Stickas Doom Driver Catapult Ball & Chain Fanatics Squig Herders Squig Hoppers Squig Catapult Giant Squig Gobo Spearchuckkas Net Chukkas Wolf Riders Wolf Chariot War Gong War Drums River Troll Giant Jabberwock Standard Bearer Goblobber Standard of Defiance Fellblade Elfbiter Axe Lucky Banner Gobo Floating City Ship of Green Flesh Rust Bucket Squig Ship Mork Save Us Fists of Gork Hand of Gork Ere We Go Mork wants Ya! Gaze of Mork Da Krunch Waaagh!

#/Speed 1F 1F 2F 2F 2M 2F 2M 2M 2M 2FF 2M 2S 2M 2M 2F 2S 2M 2M 2M 2F 2F 2S 2S 2M 2F 1FF 2M 2S 1 1 1 1 1S 2M 2M 2F 1 1 1 1 1 1 1 1

Cost 6 5 4 3 3 3 4 2 2 5 2 4 4 3 3 3 3 1 2 2 3 3 2 5 6 5 1 3 2 2 3 2 9 8 7 6 -

Force 5 4 4 3 3 3 4 1 2 3 2 4 4 2 2 2 3 1 1 2 3 3 2 4 6 4 1 3 3 3 4 3 9 8 7 6 3 3 4 3 3 4 5 6

Notes Hero, Regenerates Hero, Ambush Hero Hero Magic, Wizard Cavalry Monster, Mount Archers, Scouts Infantry Monster, Magic, Flying Archers War Machine Berserk Monsters, Infantry Monsters, Cavalry Monsters, War Machine Monster Spears Scout, Ambush Cavalry Cavalry, Mount Signal Signal Monster, Regenerates Monster Monster, Flying, Mount Signal War Machine Infantry Item, Armor Hero Item, Death Hero Item, Slay Hero Item, Signal Ship, Armor Ship, Regenerates Ship, Armor Ship, Swarm Spell, Armor Spell, Slay Spell, Flying Spell, Cavalry Spell, Martyr Spell, Death Spell, Disaster Spell, Signal

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CHAOS DWARF UNIT LIST Unit Name: #/Speed Chaos Dwarf Lord 1M Chaos Dwarf Champion 2M Chaos Dwarf Sorcerer 2M CD Blunderbusses 2S Chaos Dwarves 2S Earth Shaker Cannon 2S Death Rocket 2S Great Taurus 1FF Chimera 1FF Lammasu 1FF Gorgon 2F Bull Centaurs 2F Bull Centaur Lord 1F Hobgoblin Archers 2M Hobgoblin Wolfriders 2F Hobgoblins 2M Hobgoblin Spears 2M Hobgoblin Bolt Thrower 2S Minotaurs 2M Minotaur Champion 2M Minotaur Lord 1M Standard Bearer 2S Musician 2S Doomfire Ring 1 Blade of Molten Lava 1 The Armour of Uzkul 1 Armor of the Furnace 1 Dark Mace of Death 1 Gauntlets BahzrakkCruel Banner of Slavery 1 Black Gem of Gnar 1 Chalice of Darkness 1 Obsidian Blade 1 Black Hammer of Hashut 1 Talisman of Obsidian 1 Great Cauldron Ship 1M Flame Belcher Ship 2M Ship of Fools 2M Fire Ship 2F Doomroar 1 Shadows of Hashut 1 Magma Pool 1 Eruption 1 Flaming Hide 1 Ash Cloud 1 Sorcerer’s Curse 1 Flames of Azgorh 1 Lava Storm 1 Fist of Fire 1

Cost 5 4 4 3 2 5 4 6 5 4 5 3 5 2 2 2 2 3 4 5 6 1 1 2 3 2 3 2 1 2 2 1 2 2 1 9 8 7 6 -

Force 5 4 4 3 2 5 4 5 4 3 4 3 4 2 2 2 2 3 4 5 6 1 1 3 4 3 4 3 2 3 3 2 3 3 2 9 8 7 6 5 6 3 4 3 3 3 3 4 2

Notes Hero Hero Magic, Wizard Archers Infantry War Machine War Machine Mount, Flying, Monster Mount, Flying, Monster Mount, Flying, Monster Monster, Magic Cavalry Hero, Cavalry Archers Cavalry Infantry Spears War Machine Berserk Hero Hero Signal Signal Hero & Wizard Item, Magic Hero Item, Magic Hero Item, Armor Hero Item, Armor Hero Item, Fear 3 Hero Item, Berserk Infantry Item, Signal Hero & Wizard Item, Scout Hero & Wizard Item, Regenerate Hero Item, Spears Hero Item, Infantry Hero & Wizard Item, Magic Ship, Slay Ship, War Machine Ship, Berserk Ship, Disaster Spell, Fear Spell, Monster Spell, Teleport Spell, Death Spell, Armor Spell, Disaster Spell, Slay Spell, Archer Spell, Disaster Spell, Hero

Force 5 3 5 4 3 5 4 2

Notes Magic, Wizard Magic, Wizard Hero Hero Hero Hero, Archer Archers Scouts, +2 vs Beasts

WOOD ELF UNIT LIST Unit Name: Arch Druid Druid Forest Lord Sylvan Chieftan Guardian Master Archer Archers Hunters

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#/Speed 1M 2M 1F 1F 2F 1F 2F 2F

Cost 5 3 5 4 3 6 4 3

Falconer Scouts Master Scout Shapechangers Wood Elf Spears Glade Guards Warrior Kinband War Dancers Dance Master Dryad Waywatchers Treeman Grizzly Bear Wain Lord Chariot Great Cat Timber Wolves Warhawks Unicorn Great Eagle Forest Dragon Glade Riders Warhawk Riders Magic Herbs Green Blade (Sword) Hawk Bow Cloak of the Woods Sword of Ages Bear Banner Flail of Claws Arrows of Slaying Shield of Ptolos Great Ark Giant Sea Turtle Ent Ship Sargasso Ship Shapeshift Plant Control Call Animals Natures Visitation Natures Wrath Father of the Thorn The Howling Wind Master of the Wood Master of Stone The Rain Lord Mistress of the Marsh

2F 2F 1F 2F 2M 2M 2M 2M 1F 2M 2F 2M 2M 2F 2F 2F 2FF 1F 1FF 1FF 2F 2FF 1 1 1 1 1 1 1 1 1 1 2 2 2 1 1 1 1 1 1 1 1 1 1 1

2 1 3 3 2 2 3 4 5 4 3 6 3 3 2 2 4 3 5 7 3 4 1 2 1 1 3 1 1 1 1 9 8 7 6 -

1 1 2 2 2 2 3 3 4 3 2 5 3 3 2 2 3 3 5 6 3 4 1 3 2 2 4 2 2 2 2 9 8 7 6 2 3 3 4 5 4 4 4 4 5 2

Scouts, +2 vs Heroes Scouts Hero, Scout Scouts, Beasts Spears Infantry Infantry Infantry, Magic Hero, Magic Magic, Scouts Scouts, Ambush Armor, Monster Beasts Cavalry, Mount Beasts Beasts Flying, Scouts Mount, Magic Mount, Flying Mount, Flying, Monster Cavalry Flying Hero & Wizard Item, Magic Hero Item, Magic Hero Item, Archer Hero Item, Scouts Hero Item, Signal Infantry Item, Beast Hero Item, Berserk Archer Item, +2 vs Monsters Hero Item, Armor Ship, Armor Sea, Monster Ship, Monster Ship, Immobilize Spell, Beasts Spell, Immobilize Spell, Swarm Spell, Signal Spell, Disaster Spell, Immobilize Spell, Fear Spell, Ambush Spell, Death Spell, Armor Spell, Immobilize

Force 5 4 4 3 1 1 5 3 1 2 3 3 4 2 4

Notes Hero Hero, Magic Hero Hero, Magic Hero Hero, Scout Magic, Wizard Magic, Wizard Mount, Cavalry Mount, Flying Mount, Flying War Machine War Machine War Machine Cavalry, Armor

BRETONNIAN UNIT LIST Unit Name: Duke The Green Knight Champion Paladin Squire Gamekeeper Fey Enchantress Damsel of the Lady Barded Warhorse Pegasus Hippogriff Ribaud Organ Gun Table Mounted Cannon Ballista Bretonnian Lords

#/Speed 1F 1F 2F 2F 2F 1F 1F 1M 1F 1FF 1FF 2S 2S 2S 2F

Cost 5 5 4 4 1 2 5 3 1 2 3 3 4 2 5

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Grail Knights 2F Knights of the Realm 2F Knights Errant 2F Bowmen of Bergerac 2M Bretonnian Archers 2M Foot Knights 2M Retainers 2M Bretonnian Pikes 2S Men-at-arms w Halberds 2S Sergeant 2M Standard Bearer 2M Musician 2M Amber Amulet 1 Blade of Couronne 1 MorningStar of Fracasse Armor of Brilliance 1 Lance of the Quest 1 Mithril Great Helm 1 Ruby Goblet 1 Holy Icon 1 Tress of Isoulde 1 Crown of Bretonnia 1 Banner of Retribution 1 Valorous Standard 1 The Silver Mirror 1 Errantry Banner 1 Buccaneer 3F Corsair 3F Galleon 1F Lance Formation 1 Knight's Virtue 1 Questing Virtue 1 Grail Virtue 1 Illumination 1 Burning Gaze 1 Dazzling Brightness 1 Healing Hand 1 Guardian Light 1 Blinding Light 1 LadyoftheLake Blessing 1

4 3 2 3 2 3 2 2 3 2 1 1 1 2 1 2 2 1 2 3 3 4 2 2 1 1 6 8 9 -

4 3 2 3 2 3 2 2 3 1 1 1 2 3 2 3 3 2 3 4 4 5 3 3 2 2 6 8 9 2 2 3 4 3 3 3 4 4 5 6

Cavalry Cavalry Cavalry Archers Archers Infantry Infantry Spears Spears Hero, Signal Signal Signal Hero & Wizard Item, Magic Hero Item, +2 vs Undead 3 Hero Item, +2 vs Items Hero Item, Armor Hero Item, Cavalry Hero Item, Armor Hero & Wizard Item, Magic Hero & Wizard Item, Magic Hero Item, +2 vs Heroes Hero Item, Signal Infantry Item, +2 vs Archers Infantry Item, Signal Wizard Item, +2 vs Wizards Cavalry Item, Signal Ship, Scout Ship, Berserk Ship, War Machine Cavalry Enhancement, Signal Hero Enhancement, Cavalry Hero Enhancement, Scout Hero Enhancement, Signal Spell, Scout Spell, Archers Spell, Spears Spell, Regenerate Spell, Courage Spell, Immobilize Spell, Hero

Cost 6 6 5 4 6 5 4 5 4 4 3 2 5 4 1 1 1 1 3 2 3

Force 6 5 5 4 5 4 3 5 4 4 3 2 5 3 1 1 1 1 2 2 3

Notes Magic, Wizard Magic, Wizard, Signal Magic, Wizard Magic, Wizard Hero, Magic, Flying Hero, Magic, Flying Hero, Magic, Flying Hero Fear Hero Hero Hero Magic Infantry, Magic Cavalry, Mount Mount, Flying Infantry Spears Infantry, Regenerate Archers Infantry

UNDEAD UNIT LIST Unit Name: Lichemaster Doom Lord Liche Necromancer Vampire Lord Vampire Count Vampire Thrall Wraith Champion Banshee Wight Lord Undead Champion Skeleton Champion Spirit Host Grave Guard Nightmare Winged Nightmare Skeleton Warriors Skeleton Phalanx Zombies Skeleton Archers Grim Reaper

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#/Speed 1F 1F 1F 2M 1FF 2FF 2FF 1F 2M 1F 1M 1M 2M 2S 1F 1FF 2M 2S 2S 2M 1M

Bat Swarm Ghouls Storm Rider Chariot Skull Catapult Wight Cavalry Dire Wolves Doom Wolf Zombie Dragon Carrion Staff of Flaming Death Black Amulet Power Scroll Skull Staff Staff of Damnation Doomraider Banner Banemaster Unholy Chalice Black Axe of Krell Asp Bow Sword of the Kings Armour of Bone Gem of Blood Talon of Death Reaper Ship Ghost Ship Bone Ship Zombie Ship Aura of Dark Majesty Curse of Years Fear Terror Summon Undead Horde Vanhels Danse Macabre The Dark Mist Dark Hand of Death Death Dealer Steal Soul Wind of Death Drain Life Doom & Darkness

2FF 2M 2F 2S 2F 2F 2F 1FF 2FF 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1

2 3 3 3 2 3 4 7 4 3 1 1 2 3 2 2 2 2 2 4 2 2 2 9 8 7 6 -

1 3 3 3 2 3 4 6 3 4 2 2 3 4 3 3 3 3 3 5 3 3 3 9 8 7 6 4 3 1 3 4 5 3 3 3 4 4 5 6

Flying, Swarm Ambush Cavalry, Mount War Machine Cavalry Beasts Beast Monster, Flying, Mount Monster, Flying Wizard Item, Archer Wizard & Hero Item, Regenerate Wizard Item, Wizard Wizard Item, Magic Wizard Item, Slay Infantry Item, Signal Hero Item, Slay Hero Item, Regenerate Hero Item, Monster Hero Item, Archer Hero Item, Signal Hero Item, Armor Wizard & Hero Item, Regenerate Wizard & Hero Item, Monster Ship, Death Ship, Fear Ship, Armor Ship, Regenerate Vampire Enhancement, Signal Vampire Enhancement, Magic Enhancement, Fear Monster Enhancement, Fear Spell, Signal Spell, Cavalry Spell, Armor Spell, Death Spell, Ambush Spell, Drain Spell, Poison Spell, Drain Spell, Fear

ACTION CARD LIST Card Name Tactical Move Operational Move Strategic Move Signal Armor Swarm Courage Regenerating Cowardly Beast Scout Ambush Disaster War Machine Archer Flying Teleport Wizard Magic Fear Immobilize

# 12 8 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Notes Move 1 Stack Move 2 Stacks Move 3 Stacks Battle: Units Battle: Units Battle: Units Battle: Units Battle: Units Battle: Units Battle: Units Battle: Units Battle: Units Battle: Units Battle: Units Battle: Units Battle: Units Battle: Units Battle: Units Battle: Units Battle: Units Battle: Units

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stack stack stack stack stack stack stack stack stack stack stack stack stack stack stack stack stack stack

with with with with with with with with with with with with with with with with with with

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trait trait trait trait trait trait trait trait trait trait trait trait trait trait trait trait trait trait

get get get get get get get get get get get get get get get get get get

Force Force Force Force Force Force Force Force Force Force Force Force Force Force Force Force Force Force

+5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5

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Hero Spear Cavalry Berserker Slay Monster Poison Drain Disease Infantry Death Martyr Ship Scouts Spies Divination Assassin Block Supply Lines

2192

1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2

Battle: Units in your stack with Battle: Units in your stack with Battle: Units in your stack with Battle: Units in your stack with Battle: Units in your stack with Battle: Units in your stack with Battle: Units in your stack with Battle: Units in your stack with Battle: Units in your stack with Battle: Units in your stack with Battle: Units in your stack with Battle: Units in your stack with Battle: Units in your stack with Look at target stack Look at opponents hand Look at next 7 cards in deck Kill target Hero Negate Move by target stack

this this this this this this this this this this this this this

trait trait trait trait trait trait trait trait trait trait trait trait trait

get get get get get get get get get get get get get

Force Force Force Force Force Force Force Force Force Force Force Force Force

+5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5

WARPQUEST RULES INTRODUCTION Warp Quest is an abstract game system that depicts goal driven scenarios. Each player controls a collection of Units who are attempting to be the first to reach an objective and bring it back to the start. The units could be a party of adventuring archeologists hoping to recover a lost artifact, a squadron of bombers attempting to hit a military target and return home, a band of samurai seeking to vanquish marauding bandits or a company of mixed creatures seeking to destroy a piece of evil ornamental jewelry that has the nasty habit of trying to control the minds of all free creatures. The scenarios that use the Warp Quest engine will hold the details.

DICE & PIECES · Six and ten sided dice are needed. · Each player has a pawn to represent his or her adventuring party on the board. Use a small trinket to represent the Objective. There is only one Objective.

THE BOARD · The board is a single winding path of connected spaces with a Start Space and an End Space. The path should be 30 Spaces long. · The First Space represents the start. · Spaces 2-15 represents travel through the first scenario module. · Spaces 16-29 represents travel through the second scenario module. · The End Space is the final destination where the Objective is found.

THE DECKS · There are 2 decks for each scenario: · The Module 1 Deck and the Module 2 Deck · Each deck has one of each card in its card list.

THE UNITS · Each player controls a group of units called a Party. The scenarios will detail the make up of the units in the party, their attribute and starting dispositions.

TURN SEQUENCE · Players take turns. · Each turn consists of 3 phases: 1. Move Phase 2. Draw Phase 3. Challenge Phase

MOVE PHASE · Roll 1D6. Move that number of spaces towards the end space.

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· You automatically stop when you enter the end space. · If you are the first to land on the end space your party acquires the Objective. · Once a party has acquired the Objective then all other players may move their parties in either direction on the path. · The party with the Objective must move towards the start space. · The first party with the Objective to reach the start space wins the game.

DRAW PHASE · · · · · · ·

If you land on an empty space in spaces 2-15 draw a card from the Module 1 deck. If you land on an empty space in spaces 16-29 draw a card from the Module 2 deck. If you land on an opponent’s party do not draw a card. If a deck ever runs out, shuffle its discard and draw from it. Cards are of 2 types: Challenge cards & Aid cards. Place Aid cards in your hand. Challenge cards are encounters your party faces immediately in Challenge Phase.

CHALLENGE PHASE · Each challenge card lists one or more skills. · Roll 1D6 and add the number of those skill levels present in your party. · If the skill listed is X2 then add twice the number of that skill level in your party. · Discard Aid cards to gain skill levels in the skill indicated on the card. · This is the Skill Roll. · Next roll 2D6. This is the Challenge Roll. · If the Challenge Roll is less than or equal to the Skill Roll you win the challenge. · If the Challenge Roll is greater than the Skill Roll you fail the challenge. · The adventure card may say what happens if you win or lose the challenge. · If the card does not give directions and you lose the challenge, one of your party members is killed or lost. · One random non-leader party member is killed. The Leader is always the last to go. Example of Resolving Challenges: · Lets say the party has 3 levels of agility & they face an agility X 2 challenge. · They would add (3 x 2 =) 6 to their Skill Roll. · If the party had 2 levels of agility they would add 4 not 6. · If the party had 0 levels they would add nothing. Yes, the odds are almost always against the party. They need a lot of luck to make it back. As an optional rule to make life easier for the party roll 1D10 instead of 1D6 for the Skill Roll.

DIFFICULTY MODIFIER · Abbreviated DM. · This is a property of individual Challenge cards. · The DM is added to the Challenge Roll.

MOVING ONTO AN OPPONENTS PARTY · If you land on an opponent’s party there will be a fight. · The current player rolls 1D10 on the Skill List Table. · Both players make Skill Rolls. In case of a tie nothing happens. · The loser loses a party member. The winner takes the Artifact from the loser if the loser was in possession of the Artifact.

PLAYING WITHOUT CARDS *By Salo: At least in solo.... The mechanism is simple.

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Just make a list of all challenge cards

with exel (or whatever spreadsheat you prefere) and randomize the list. Then print it out. Now, when you face a chalenge, roll 1d10. If you get 7, you face the seventh challenge on the list. When you have dealed with the chalenge, mark it used. When you face another challenge, roll the 1d10 again. If you get a 10, then you face the 10th UNMARKED challenge on the list. Just make sure, that there are 10 more challenges in the list than there are spaces on the game board. The challenges that top the list happen more often than those at the bottom of the list. This property can be used without randomizing by the game designer. Hope you get what I mean. *By Tomwsmf: Another way of doing this, though it would introduce more instances of a thing/event goes something like this. Make a table of all the cards in a deck, number them. -Each card now as a unique number (cardnumber) -Take the Number of Cards in the list, divide that number by 100. (totalcards/100) -Each card is then given a Percentile Number equal to (cardnumber)*(totalcards/100) When you are asked to draw a card roll a percentile (2d10 the first die being 10's the second die being 1's or use the 2d6 method descibe in countermoves issue 2) and consult the card table Say you have a deck of 7 card (totalcards/100)=14.28 Card Percentile 1 14 2 28 3 42 4 57 5 71 6 85 7 99 you would get card 1 on a percentile rool of 14 or less card 2 15 thru 28 card 3 29 thru 42 * By Zak: I use a simple trick to test some of the Lloyd productions before creating the real cards: i set for each card a number and then i put on a cup a number of numerical markers correspoing to the card # - i own a lot of boardgames so i have a full collection of numerical markers but in any case is very easy to create a generic set of such a counter. With this mechanism you can have the random distribution of the deck (one instance of every card - or more if needed) and you don't need the printed card since you simply index the card list with the numbers in your "hand". Nothing special but it works.

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WARPQUEST Core Rule System • WarpQuest Core Rules Artifact: Victorian Adventure Gaming Series • Artifact Core Rules • The Depths of the Earth • Mummys Tomb • Lost Continent of Atlantis • The Shadow of a Dark God by Zak Pseudo-Historical Scenarios • Voyage of Sinbad Watch out for the Minotaun! • Quest for the Grail The Ultimate Quest • Pirate Island Buried Treasure • Greek Heroes Retrieve the Golden Fleece Historical Scenarios • Into the Valley of Death Charge of the Light Brigade • Surviving the Gulag Another Russian Winter by Marcus Salo • War over the Reich Bomb Nazi Germany Finnish Army Recon by Marcus Salo • Destroy the Rail Road Bridge • In the Nam Vietnam Platoon level Search & Destroy Sci-Fi Scenarios • Alien Queen Brain A Space Marine adventure by Zak Fantasy • The Isle of Dread Dungeon Module X1 • Palace of the Silver Princess by C. Gerard Luft • Dante's Inferno Explore the depths of Hell with C. Gerard Luft • Rabbit Run In the Spirit of Watership Down. Politically Incorrect Scenarios • Score Days of Beer and Mailbox Baseball • Jail Break Running from the Law by Marcus Salo

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WARPSPAWN GAMES 4-PAGE PRINTING FORMAT by Tom Higgins

-----------------Using just One sheet of 8.5x11 (or the euro equiv) that when folded just right the text and all would make a very cool very compact zinelete. Here is the simple version. Take a piece of 8.5X11 or its equiv. ---------------------| | | | | | | | | | | | | | | | | | | | | | | | | | | | ----------------------Take the bottom edge and fold it up to the top (thus folding it in half) ---------------------| (Top) | | | | | | | | | | | |----------------------| | | | | | | | | | | | (Bottom) | ----------------------(fold up to top) [Result] ====================== | | | | | | | | | | | | ----------------------Then Take the left edge and fold it across to the right (thus floding it in half again) ====================== | | | |L | R|

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|e | i| |f | g| |t | h| | | t| ----------------------(fold across to right) What you should have should resemble a little 4 page booklete. ============= | || | || | || | || | || | || ------------If you mark the Front as cover, the Back as Back , and the inner two section as Inner1 and Inner 2 then unfold the paper this is what you will get ---------------------| | | | | | | Back | Cover | | | | | | | | | | |-----------|----------| | | | | | | | | | | Inside 2 | Inside 1 | | | | | | | | | | | | | ----------------------(The once caveat, in order to get everything facing the right way you need to flip the text upside down in the Inside1 and Inside 2 sections. MS Word can do this easy as can some other non MS Wordmanglers.) The back of the page would be the game map and counter, the game sheet, etc. Now what is this good for? Lots. One application could be in getting some of the games out and spread around as one page samzdat. For instance. Malta Convoy. The rules would fit in the front side of the page and the gamesheet would cover the back side. You could read the rules, then unfold and play. You could easily print the gmes out and pass them around, leave them on the counters of game shops, in book or magazine stores etc etc etc. Here is a PDF with a ready to print, ready to fold game. I used Malta Convoy cause I had the grfx ready. http://groups.yahoo.com/group/warpspawn/files/MALTA%20CONVOYZinelete.pdf Well I thought MSword did it, problem is it just does both side and top not upside down I used the tables featuer in word to get the page borken up into the four qudrants. Then I formated the text as I wanted it save for the upside down part of the bottom two quads. I then took a screen snapshot of the word doc I was using and then pasted the image into an art program (pick your fave). I then cropped out the parts I did not need and wound up with just the two sections that needed flipping. Then I flipped them and pasted them back into word as images. The thing is you loose the ability to play with them as text at that point, so you better have done all the editing you need to do before. Its not that hard to redo it, just extra steps.

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Then i converted the thing to PDF and bingo, done. If I can get word to odo upside down text i can do away with the grfx part:)-

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WARPSPAWN ROLEPLAYING INTRODUCTION Jethro the Reptilian Cowboy from Pluto drew his Sonic Shock Laser Torch from its holster. “Hey Ma!” he lisped “Dem Vampiric Space Beavers is suckin on ol’ Bessie again!”

CHARCTER GENERATION Roll 1D6 times on the Master Attribute Table #0 to get the concept for your character.

MASTER ATTRIBUTE TABLE #0 1D6 1-2 3-4 5-6

Result: Roll on Master Attribute Table #1 Roll on Master Attribute Table #2 Roll on Master Attribute Table #3

MASTER ATTRIBUTE TABLE #1 1D100 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36

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Attribute: Mutant Troll Radioactive Soldier Mercenary Assassin Wizard Rogue Thief Rock Star Doctor Healer Elf Dark Gamma Enforcer Guard Super Mad Master Lord Noble Slave Champion Orc Teenage Robot Droid Android Machine Clockwork Virtual Holographic Knight Cyborg Pit

37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100

Cybernetic Green Crystal Robotic Hero ArchTemporal Pirate Bandit Dwarf Feline Canine Dragon Holy Unholy Death Ninja Samurai Goblin Bunny Dinosaur Alien Elemental Space Fungoid Black Shapeshifting Parasitic Insect Drone Secret Spy Ranger Ultimate Eccentric Demon Devil Four Armed Cop Kung Fu Commando Angel Scientist Tattooed Captain Undead Zombie Vampire Biker Mummy Lost Transgenic Martian Venusian Plutonian Imperial Warrior Federation Slayer Fairy Sorcerer King Outlaw Hunter

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MASTER ATTRIBUTE TABLE #2 1D100 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62

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Attribute: Bounty Hunter Hawkman Rebel Fighter Atomic Power Universal General Prince Babe Chaos Fool Mage Techno Ancient Psychic Psionic Spirit Berserker Cosmic Viral Killer Fanatic Cultist Humanoid Cannibalistic Avenger Honorable Free Pilot Astro Combat Sacred Masked Battle Armored Amazon Trooper Agent Mentalist Raider Force Meta Wild Moon Bio Duelist Explorer Adventurer Con Artist Debutante Playboy Criminal Primitive Advanced Bionic ExoSubPacifist Aqua Elder Barbarian

63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100

Savage Smuggler Cowboy Mountie Rider Private Eye American Heroine Solar Stellar Jockey Mega Ace Baron Pagan Shadow Beast Scout Omega Side kick Toxic Elite Buccaneer Veteran Runaway Rocketeer Legionnaire Telepathic Reptilian Hybrid Condemned Loner Rich Professor Kid Radar Sky Air

MASTER ATTRIBUTE TABLE #3 1D100 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22+

Attribute: War Acrobatic Mystic Detective Indian Sexy Colonel Commander Intrepid Cunning Cadet Famous Xeno Mark X Renegade Ronnin Freelance Operative Facist Pig Monk You fill in the rest or roll on the Master Attribute Table #0

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DESIGNING SCENARIOS For a single evening: The game master must roll 20 times on the Master Attribute Table #0. The GM must incorporate all those terms into the evenings adventuring session.

GAME DESIGNERS NOTES Work in progress. This is fun just to make characters… One of my favorites is the Toxic Aqua Orc Pacifist. Plan more tables for weapons, ships, devices, alien body parts, encounters, adventures, landscapes, etc. Have fun with it. Meant to be as campy as possible. Game Mechanics: Imagination!

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WARRIOR DICE INTRODUCTION Dice game for 2 players. Each player is a Warrior represented by a single die.

DICE & BITS Each player needs one Ten-sided die. Use spare change to keep track of Hits. Note: This is a very portable game. (Keep Battle tables written on Index cards)

VICTORY Reduce your opponent to zero hits.

ANATOMY OF A DIE One Face (1) is the Adder. If you roll the Adder, Roll again and add 10 to the Force of the roll. One Face (2) is the Doubler. If you roll the Doubler, Roll again twice and keep one of the rolls. The other eight faces are a combination of Attack and Defense results. An Attack or Defense Face has a Force value. A Force value is always a number that is a multiple of 10.

SETUP Choose which Warrior you want to be. Each basic Warrior starts with 100 Hits. Players roll high to see who goes first.

TURN SEQUENCE Each turn is divided into 3 phases: Attack Phase Defend Phase Damage Phase

ATTACK PHASE The attacker (the current player whose turn it is) rolls his die. If you roll the Adder, Roll again and add 10 to the Force of the roll. If you roll the Doubler, Roll again twice and keep one of the rolls. If you roll a Defense result the turn ends. If you roll an Attack face proceed to the Defend phase.

DEFEND PHASE The defender (the other player) rolls his die. If you roll the Adder, Roll again and add 10 to the Force of the roll. If you roll the Doubler, Roll again twice and keep one of the rolls.

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DAMAGE PHASE The Attacker does damage (in Hits) to the defender equal to the Force of his Attack result. If the defender rolled a Defense result in Defend phase, he subtracts the Force of The Defense result from the Damage he receives. (Treat a negative result as zero)

SPECIAL RESULTS Neutralize: this is a type of Attack result: Your opponent skips his next 2 attack phases. All Out: this is a type of Attack result: If ATTACKING, roll again and double the Force of the result.

BASIC WARRIOR BATTLE TABLE LISTS A = Attack D = Defense

FIGHTER 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Sword Dagger Hilt Punch Hack & Slash Shield Dodge Parry Chain Mail

Type

Force

A A A A D D D D

30 20 10 40 30 40 20 10

Type

Force

A A D D D A A D

30 30 20 30 20 30 30

Type

Force

A A A D D A D

30 20 10 10 30 40 30

Notes

KNIGHT 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Lance Broad Sword Armor Kite Shield Great Helm Furious Assault Charge Plate

Notes

All Out

THIEF 1D10 1 2 3 4 5 6 7 8 9

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Result Adder Doubler Thrown Dagger Dagger Sap Leather Armor Dexterity Back Stab Run

Notes

0

Hide

D

30

Type

Force

A A A D A A D D

30 10 40 40 10 40 20

Type

Force

A A D D A D D D

30 30 20 20 40 20 20 20

Type

Force

A D D A D A A D

30 20 20 30 20 30 10 40

Type

Force

D A A A A D D D

10 10 40 30 40 30 20

BARBARIAN 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Battle Axe Kick Overhead Smash Leap Throw Axe Berserk Reflexes Feel no Pain

Notes

All Out

ELF 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Long Sword Bow Elven Chain Fleet of Foot Arrow Dodge Parry Agility

Notes

DWARF 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler War Hammer Armor Shield Axe Sturdy Crossbow Shield Bash Grim Determination

Notes

WIZARD 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Staff Magic Missile Fireball Lightning Bolt Charm Circle of Protection Magic Shield Blur

Notes

Neutralize

CLERIC 2207

1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Armor Prayer Shield Blessing Mace Crushing Blow Heal Smite

Type

Force

Notes

D D D D A A A

20 20 20 20 20 40 40

Type

Force

A D A A D A D D

30 20 20 40 20 10 30 30

Type

Force

Notes

A A A A D D D

30 40 20 30 30 20

All Out Regain 10 Lost Hits

Type

Force

Notes

A D A A D A D D

30 30 30 30 30 10 10 30

Type

Force

Notes

A A

40 -

Neutralize

Regain 10 Lost Hits

ORC 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Scimitar Tough Hide Stab Disembowel Helm Spiky Armor Shield Piecemeal Armor

Notes

TROLL 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Maul Great Strength Barrel Attack Rampage Regenerate Thick Hide Immune to Pain Great Bulk

GREEK HOPLITE 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Spear Round Shield Thrown Spear Short Sword Breast Plate Wrestle Greaves Dodge

GLADIATOR 1D10 1 2 3 4

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Result Adder Doubler Trident Net

5 6 7 8 9 0

Dagger Feint Dodge Skill Evade Toughness

A A D D D D

20 40 10 40 10

Neutralize

ROMAN LEGIONAIRE 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Short Sword Thrust Pilum Tunic Helmet Shield Discipline Defend

Type

Force

A A A D D D D D

30 40 30 20 10 30 10 30

Type

Force

A A A A D D A D

10 20 40 30 30 30

Type

Force

A A D A D D D A

10 30 20 20 30 30 20 40

Type

Force

A D A A A D D

20 40 20 10 30 20 40

Notes

DUELIST 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Foil Disarm Sword Breaker Lunge Parry Block Run Through Guard

Notes

Neutralize Neutralize

PIRATE 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Knockdown Cutlass Sword Play Knife Jump Duck Sidestep Low Blow

Notes

ARAB 1D10 1 2 3 4 5 6 7 8 9

Result Adder Doubler Tulwar Parry Slashing Steel Dagger Cut Throat Whirling Catch

Notes

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0

Throw Sand

A

-

Neutralize

Type

Force

Notes

A A A D A D A D

30 10 10 30 40 30 30

Type

Force

A A A A D D D D

30 30 30 10 30 30 30

Type

Force

A A A A D D D D

30 10 50 10 30 20 20 30

Type

Force

A A A A D D D

20 20 30 20 50 20 30

ASSASSIN 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Poisoned Blade Stiletto Garrote Stealth Surprise Retreat Deathblow Shadows

Neutralize

SAMURAI 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Vertical Cut Horizontal Cut Katana Kai Armor Parry Speed Force of Will

Notes

All Out

PAN & HOOK PETER PAN 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Knife Lost Boys Alligator Indians Fly away Quick Nimble Tinkerbell

Notes

CAPTAIN HOOK 1D10 1 2 3 4 5 6 7 8 9 0

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Result Adder Doubler Hook Rapier Cannon Pirates Set Trap Hostages Parry Stubborness

Notes

All Out

DESIGN YOUR OWN WARRIORS Basic Warriors are 300 points: 100 Hit points 100 points distributed to Attacks 100 points distributed to Defenses "All Out" Attacks are worth 10 points "Regain 10 Lost Hits" Defenses are worth 20 points "Neutralize" Attacks are worth 20 points

EXPERIENCE XP = Experience Points Every time you defeat a lesser warrior get 1 XP. Every time you defeat an equal warrior get 5 XP. Every time you defeat a greater warrior get 10 XP. Each 10 XP allows you to do one of the following: 1. Add 10 to one of your Attacks 2. Add 10 to one of your Defenses 3. Gain 10 Hit Points 4. Create a new Attack or Defense with a Force = 10. The new Attack or Defense shares a Die roll Indicator (1-10) with one of your existing results and can be used instead of the original at your discretion during combat. For Example: The Samurai turns in 10XP to gain a new Attack he calls Wakizashi (Short sword) with a Force = 10. He assigns this new attack to his #7 slot which already has the Defense of "Armor" (Force = 10). So from now on, every time he rolls a #7 he can choose to have it mean either Armor or Wakizashi. FAQ's 1. Situation: I roll the Adder, then the Doubler. How is that handled? We have been using a spot ruling that only the last one rolled is applied. A. You get +10 (from the Adder) then roll again twice (from the Doubler) and pick one of the results. 2. What if I roll the Doubler then an All Out Attack? Made basically the same ruling as #1, above. A. In this case you picked the "All Out Attack" which then allows you to make another roll. 3. Does Neutralize automatically affect the target? We've been reading it as 'Yes'. A. Good point. Some defense against "Neutralize" attacks should be allowed. I rule that a defense of 20+ Force should negate a Neutralize Attack. 4. Can you Double a Neutralize to 4 turns? We read that as 'No'. A. I would agree that Neutralize Attacks cannot be doubled.

LORD OF THE RINGS WARRIOR DICE Most of the below entries were submitted by Curufea BLACK ORC / URUK-HAI (Submitted by Zak) 1D10 Result Type Force Notes 1 Adder 2 Doubler 3 Lance Charge A 30 4 Combat Frenzy A No damage 5 Stab A 10

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6 7 8 9 0

Disembowel Iron Bow Full Armor Shield Helm

D D D

A A

30 30 40 40 20

CAVE TROLL / OLOG HAI 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Club Great Strength Frenzy Rampage Regenerate Thick Hide Immune to Pain Great Bulk

Type A A A A D D D

Force 40 50 30 30 20

Notes

No damage All Out Regain 10 Lost Hits

MORIA ORCS 1D10 Result Type Force Notes 1 Adder 2 Doubler 3 Adder Overwhelming numbers 4 Tough Hide D 20 5 Scimitar A 20 6 Disembowel A 20 7 Helm D 20 8 Shortbow A 20 9 Shield D 30 0 Piecemeal Armor D 30 Notes: I've equated the extra Adder to be equivalent to an Attack 40

LEGOLAS 1D10 Result Type Force Notes 1 Adder 2 Doubler 3 Doubler Inhuman reflexes 4 Bow A 30 5 Arrow A 20 6 Fleet of Foot D 20 7 Shortswords A 30 8 Dodge D 20 9 Parry D 20 0 Agility D 20 I've equated the extra Doubler to be equivalent to an Attack 20 and Defense 20

GIMLI 1D10 1 2 3 4 5 6 7

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Result Adder Doubler War Hammer Armor Shield Axe Shrug it off

Type

Force

Notes

A D D A D

30 30 20 30 -

All Out

8 Throwing Hammer A 9 Shield Bash A 0 Grim Determination D Gimli has both an all out attack and an behaves similarly.

30 All Out 40 all out defense that

GANDALF 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Staff Parry Kinetic Blow Glamdring Staff Strike Entrance Sphere of Protection Shadowfax Experience

Type

Force

D A A A A D A D

10 10 40 20 40 20

Notes

Neutralize All Out

BOROMIR 1D10 Result Type Force Notes 1 Adder 2 Doubler 3 Slash A 40 4 Kick A 20 5 Overhead Smash A 50 6 Leap D 40 7 Tempted by Ring A Neutralize Self 8 Berserk A All Out 9 Reflexes D 40 0 Feel no Pain D 20 Neutralize Self - as neutralize, but to Boromir (hence he gets +20 A)

ARAGORN / ELESSAR 1D10 Result Type Force Notes 1 Adder Becomes Doubler 2 Doubler 3 Narsil A 30 Can become Anduril 4 Dagger A 20 5 Hilt Punch A 10 6 Hack & Slash A 40 7 Shield D 30 8 Endurance Regain 10 Lost Hits 9 Parry D 40 0 Chain Mail D 10 Special rule - Once per battle, Narsil can be reforged into Anduril. As Anduril it is worth 50, but the Adder changes to a Doubler. Announce before rolling attack, and the changes are permanent from then on.

SAMWISE GAMGEE 1D10 1 2 3 4 5

Result Doubler Doubler Thrown Pan Dagger Kick

Type

Force

A

30

A

A

10

Notes Hobbit Luck 20

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6 7 8 9 0

Short Agile Sting Run Hide

D D

D D A 30 30

10 30 40

Type

Force

Notes

A

40

PEREGRIN TOOK 1D10 1 2 3 4 5 6 7 8 9 0

Result Doubler Doubler Shortsword Dagger Kick Short Defend Gondor Ent Drought Run Hide

A

A A

D D

20 D 40 30

Hobbit Luck 30 10 -

All Out Regain 10 Lost Hits

MERIADOC BRANDYBUCK 1D10 1 2 3 4 5 6 7 8 9 0

Result Doubler Doubler Shortsword Dagger Kick Short Backstab Ent Drought Run Hide

Type

Force

A

40

A A D D

A

20 D 40 30

Notes Hobbit Luck 30 10 All Out Regain 10 Lost Hits

FRODO BAGGINS 1D10 Result Type Force Notes 1 Doubler 2 Doubler Hobbit Luck 3 Doubler Invisibility 4 Sting A 50 5 Kick A 30 6 Short D 10 7 Wear Ring A Neutralize 8 The Old Wound A Neutralize Self 9 Run D 30 0 Hide D 40 Neutralize Self - as neutralize, but to Frodo (hence he gets +20 A) FARAMIR (Submitted by Ward Davenport) 1D10 Result Type Force Notes 1 Adder 2 Doubler 3 Bow & Arrow A 20 4 Stealth D 30 5 Longsword A 40 6 Agility D 40 7 Dagger A 10 8 Sharp Vision D 10 9 Endurance A 30 0 Shield D 20

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WARHAMMER FANTASY DICE Submitted by Brian Rayburn

GOTREK GURNISSON 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Rune Axe Punch Dwarven Resilience Berserker Rage Dodge Block Ignore Pain Head Butt

Type

Force

A A D D D D A

40 20 30 30 20 20 30

Notes

All-Out

FELIX JAEGER 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Chain Mail Dagger Parry Dragon Sword Shoulder Bash Disarm Dodge Step Back

Type

Force

D A D A A D D

40 20 20 40 20 10 30

Notes

Neutralize

SLAYER DICE Submitted by Brian Rayburn

VAMPIRE SLAYER (350 PTS) 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Stake Acrobatics Slayer-Fu Scent of the kill Parry Healing Factor Tough Slayer Strength

Type

Force

A D A A D D D A

30 30 40 30 30 40

COMPANION (300 PTS) 1D10 1 2 3 4 5

Result Adder Doubler Duck Axe Spirits & Charms

HITS: 120 Notes

All Out Regain 10 Hits

HITS: 100

Type

Force

Notes

D A D

30 40 -

Regain 10 Hits

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6 7 8 9 0

Kung-Fu Stake Parry Incantation Defensive Stance

A A D A D

20 30 30 10 20

LESSER VAMPIRE (350 PTS) 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Drop Fang Undead Vamp-Fu Claws Regenerate Block Scent of blood Resilient

HITS: 130

Type

Force

A D A A D D A D

30 40 40 30 30 20

Regain 10 Hits All Out

MASTER VAMPIRE (450 PTS) 1D10 Result 1 Adder 2 Doubler 3a Drop Fang 3b Mist Form 4 Talons 5a Undead 5b Rending Blow 6 Vamp-Fu 7 Regenerate 8 Block 9 Mesmerize 0 Scent of blood WEREWOLF (350 pts) 1D10 Result 1 Adder 2 Doubler 3 Regenerate 4 Claw Swipe 5 Fangs 6 Leap 7 Battle Frenzy 8 Dodge 9 Regenerate 0 Wolf-Fu

Type

Force

30 40 30 30 30

MINOR DEMON (350 PTS) 1D10 1 2 3 4 5 6 7 8 9 0

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Result Adder Doubler Spiky Bits Rough Hide Dodge Demon-Fu Bony Plates Fangs Energy Bolt Block

HITS: 150

A 30 D 30 A 30 D 50 A 20 A 40 D D 50 A A HITS: 140 Type Force D A A D A D D A

Notes

Notes

Regain 10 Hits Neutralize All Out Notes Regain 10 Hits

All Out Regain 10 Hits

HITS: 120

Type

Force

A D D A D A A D

30 30 30 40 30 20 30 20

Notes

DEMON LORD (500 PTS) 1D10 1 2 3 4a 4b 5a 5b 6 7 8 9 0

Result Adder Doubler Doubler Rune Blade Parry Bloodstone Armor Spiked Gauntlets Mighty Punch Demon-Fu Regenerate Dodge Stunning Roar

HITS: 200

Type

Force

A

40 D 30 20 A 30 D

D A A D D

RISEN DEAD (300 PTS) 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Claw Bite Block Grapple Dead Man Walkin' No Pain Chomp! Relentless

Result Adder Doubler Confusion Call Lightning Mystic Wall Telekinetic Daggers Invoke the Goddess Athame Witch-Fu Spirits & Charms

Result Adder Doubler Witch-Fu Spell Shield Soul Blast Invoke the Goddess Tempus Fugit Witch-Fu Hex Athame Call the Elements Block

40 Regain 10 Hits 40 Neutralize

HITS: 100

A A

20 30 D 10 30 20 40 20

Notes

30

HITS: 100 Type

Force

Notes

A

-

Neutralize 30 40 20 Regain 10 Hits

A D D

A A D

WITCH (450 PTS) 1D10 1 2 3a 3b 4 5 6a 6b 7 8 9 0

20

Force

WITCH (300 PTS) 1D10 1 2 3 4 5 6 7 8 9 0

Infernal Power

Type

A D D A D

Notes

D 30 20 20

HITS: 200 Type

Force

Notes

A

20 D 40

20

A D A A

D A

30 40 D D

-

Regain 10 Hits All Out

Neutralize 30 20

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DEMON HUNTER (300 PTS)

HITS: 100

1D10 1 2 3 4 5 6 7 8 9 0

Notes

Result Adder Doubler Crossbow Sword Mesh Shirt Charm Kung-Fu Daggers & Stakes Kung-Fu Talisman

Type

Force

A A D D A

30 20 30 40

D D

A

10 40

Regain 10 Hits 10

CREEP-OF-THE-WEEK (400 PTS) 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Claws Mucous Spit Scaly Hide Bite Energy Blast Dark Secrets Evil Magic Creep-Fu

Type

Force

A A D A

40 40 30 A D 30 20

D D

HITS: 150

Notes

Neutralize 30 40

WARRIOR DICE Shadow Warriors By Brian Rayburn ([email protected]) Shadow Warriors is a background setting for ongoing games. Each character is a being that exists beyond the boundaries of the mortal sphere. Most can become younger or older at will, but each being of Shadow can recognize another on sight. Most have long-reaching schemes that they wish to see to fruition. However, with immortality and power comes arrogance, and they see each other as obstacles in their power plays. Therefore, most attack each other on sight, or at the earliest opportunity. Most have an unseen (in normal games, at least) mentor, another creature who has been on Earth for centuries amassing power. This simply gives a background for the character to be and have what he does. One important difference from the warriors described in the basic rules is that Shadow beings can never truly die, at least not in a way understandable to mortals. Truly powerful majicks would be needed to permanently banish even one from our plane of existence, and sorcerers of that caliber are unique, if not extinct. To reflect this in game terms, each time a character is brought to 1/10 of their starting Hits, they may yield, and no Shadow being can pass the opportunity to know, if even for only a while, that they held the upper hand. Of course, if a blow brings a character to 0 Hits, the victim is dead. For a while. See, Shadow creatures can reform. At a cost. Each time this happens, subtract 10 from the Force of one Attack or Defense, or 10 Hits permanently. The point value of a character reforming this way should be adjusted down as well. The lost points can be bought again with XP as normal, but if the character dies again, 10 more points have to be subtracted again. If a character insists on fighting until they are reduced to below 30 points, then that character’s life force is banished back to the

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Shadow Realms, to work it’s way back up the ranks of the dark masses to again wield the power to manifest in our realm. Another difference is that a character actually inhabits a mortal body, even if that body was crafted by the creature’s force of will. As such, a character is limited to one ‘supernatural’ attack form, such as manifesting claws or spitting a stream of venom. Many times these traits resemble animal abilities, in a twisted way. Although characters begin with only one supernatural ability, more can be obtained. Each time you force another Shadow being to reform, you may absorb some of his essence. After tallying the XP for the battle, if the winner has enough XP to purchase a new Attack or Defense, she may decide to make it the same type as the defeated character’s supernatural trait. If a defeated character has more than one already, the winner may choose one. Here’s some examples: Miranda Thorne and Gregor Kaprov have met in battle in the main building of her mentor’s corporate empire. Both being beginning characters, each has one supernatural trait. Miranda designated one Attack as ‘Claws’, which she took at Force 30. Gregor can transform his face during combat, and manifest an Attack as ‘Fanged Bite’, which he allotted 40 Attack Force to. Miranda gains the upper hand, and rips Gregor’s throat out. Since they were of equal point value, Miranda gains 5 XP. Since she also made Jasmine yield a few months ago, that brings her to 10XP. She decides to spend the XP immediately, and take on Gregor’s trait. She decides to keep with the theme set by her Claws, and decides hers will manifest as a more feline appearance. She places it as the second option of her #4 slot, as ‘Fanged Bite 10’, and is now a 310 pt character. In a few weeks Gregor will be back. He will have lost 10 points from the Force of one Attack or Defence, or his Hits, but will still have the trait ‘Fanged Bite 40’, assuming he didn’t subtract the 10 points from that trait. Gregor is now a 290 pt character. Existing abilities can be improved upon, and even expanded. For example, if a character took ‘Winged Retreat Defense 20’ as their #6 slot, she could buy ‘Wing Slap Attack 10’ as a new ability at any time she has the XP. Before a Battle, roll on the chart below to see where your encounter takes place. 1 Beach Uneven footing gives all Attacks –10 Force 2 Alley Roll 1d10 at the beginning of each turn. Someone stumbles upon you and the battle ends if a 1 is rolled. 3 Warehouse Shelves and crates give all Defenses +10 Force 4 Corporate Boardroom Desks, tables, and chairs prevent All Out attacks, treat as a lost attack 5 Place of Darkness Mystic vibes give all Attacks +10 Force 6 Unholy Site Once per Battle, each Immortal may choose to trade any single Defense roll of 40 or higher to heal up to 20 lost Hits 7 Opera House Smooth stage gives all Defenses –10 Force 8 Rocky Ground All Force scores are at –10 9 Parking Garage Roll 1d10 at the beginning of each turn. Someone stumbles upon you and the battle ends if a 1 is rolled. 0 Nexus to the Shadow Realm All Force scores doubled Shadow Warriors

MIRANDA THORNE (300 PTS) 1D10 1 2 3 4 5 6 7 8

Result Adder Doubler Dodge Tiger Stance Claws Acrobatic Boot Knife Roll With It

HITS: 100

Type

Force

D A A D A D

30 20 30 40 20 10

Notes

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9 0

Mental Discipline Sleeve Pistol

D A

30

GREGOR KAPROV (300 PTS) 1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Big Fist Bigger Boot Knock Away Dodge Fanged Bite Padded Overcoat Choke Block

1D10 1 2 3 4 5 6 7 8 9 0

Result Adder Doubler Wicked Little Knife Leaping Kick Nimble Little Minx Winged Retreat Eye Rake Wicked Big Knife Parry Slide Roll

HITS: 100

Type

Force

A A D D A D A D

20 30 10 30 40 30 10 30

JASMINE (300 PTS)

Result Adder Doubler Back Flip Venom Spit Silver-Headed Cane Parry Serpent Stance Custom Trench Coat Spinning Leap .45 Magnum

MECHA DICE Check out Mecha Dice

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Notes

HITS: 100 Type

Force

A A D D A A D D

10 30 30 20 20 40 30 20

DARIAN CROSS (300 PTS) 1D10 1 2 3 4 5 6 7 8 9 0

Regain 10 Hits

Notes

HITS: 100 Type

Force

D A A D A D D A

20 30 10 20 30 30 30 30

Notes

WARRIOR RACES OF MARS INTRODUCTION Wargame. Set piece battles. Simulates battles between the six main warrior races of Mars during the Era of Discontent. During this turbulent period, factions of all races fought with and against each other. Welcome to Mars.

MAP Use a hex map. Before the battle determine the terrain type in all of the hexes.

HEX TERRAIN TYPE D10 TYPE 1-3 4-6 7-9 10

Barren Impassable Beneficial Settlement

NOTES Units cannot move into or through these spaces Roll on Beneficial terrain type table Roll on Settlement type table

BENEFICIAL TERRAIN TYPE TABLE D10 TYPE 1 2 3 4 5 6 7 8 9 10

Flats Forest Swamp Hills Caves Mountains Jungles Psiwell Desert Settlement

NOTES Units in this terrain get +1 Speed Units in this terrain get +1 Small Arms Units in this terrain get +1 Surprise Units in this terrain get +1 Hand to Hand Units in this terrain get +1 Armor Units in this terrain get +1 Artillery Units in this terrain get +1 Numbers Units in this terrain get +1 Psionics Units in this terrain get +1 Morale Roll on Settlement type table

SETTLEMENT TYPE TABLE D10 TYPE

NOTES

1 Fortifications Units in this hex get +5 Armor, +2 Artillery 2 Dojo All of your units get +1 Hand to Hand 3 Vehicle Factory All of your units get +1 Speed & Armor 4 Weapons Factory All of your units get +1 Small arms & Artillery 5 Training Grounds All of your units get +1 Surprise & Morale 6-7 Farms All of your units get +1 Numbers 8 Temple All of your units get +1 Psionics 9 City Recruit units during Initiative Phase 10 Ruins Units in this hex get +1 to a random attribute Notes: Use the Race Determination Table to figure out the race of a city. Some settlements give an attribute bonus to all of your warbands in play. These settlements must be occupied to get the

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bonus. Otherwise they become neutral.

UNITS & CHITS There are two basic unit types: Warbands & Leaders. Units are represented by cardboard counters called chits. The color of the chit corresponds to the race of the unit. Leader units are marked with an "L".

GREEN MARTIAN WARBANDS The Green martians are tall, 4-armed, fierce, desert nomads. Their 4 arms & great strength make them powerful swordsmen. They are few in number due to dueling & interclan warfare. They are expert marksmen. They are masters of tactics and surprise. Their technology is poor. They use animal mounts and have little use for artillery. They do not fear death.

RED MARTIAN WARBANDS The red martians are technologically advanced. They rely on great hovering battleships. Their vessels are heavily armored & bristling with artillery. Individually they are not impressive fighters without their ships.

WHITE MARTIAN WARBANDS The white martians are a spartan, honor-bound race of warrior-monks. Many of the females are also warriors & do not bear children. Their technology is very poor. Their small arms consist of bows & thrown weapons. They are disciples of the sword. Armor & artillery are not honorable. It is very honorable to die in battle. Their meditation & training have awakened psychic powers in some.

BLUE MARTIAN WARBANDS The blue martians are born psychics & telepaths. They are tall with large, translucent brain cases. They mature slowly & can have few children due to difficult labors. Their technology is extremely poor. Their attacks & defenses are psychic. They use their powers to gain surprise with illusions & invisibility. They travel by levitation & teleportation.

YELLOW MARTIAN WARBANDS The barbaric yellow martians are primitive but industrious tribes. They breed in great numbers. They are eager to fight but will flee at the first sign of trouble. Some gifted shamans have psychic powers. Their hordes are well armed with spears & axes. Their small arms consist of bows & thrown weapons. Their artillery consists of giant catapults. They have some knowledge of gunpowder, steam power, & rocketry. They get around on a variety of animal mounts & war machines.

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BLACK MARTIAN WARBANDS The black martians are clawed, egg-laying, subterranean dwellers. Their bodies are covered with a hard exoskeleton. Their technology is relatively high. They have special vehicles that can tunnel through the earth. They use this ability to surprise their opponents. Prisoners are slowly eaten alive.

ATTRIBUTES Warbands have 9 attributes: Speed, Small Arms, Surprise, Hand to Hand, Armor, Artillery, Numbers, Psionics, and Morale. All of these attributes have a numerical value between 0-6+ Notice each type of warband has 24 points worth of Attributes.

MARTIAN WARBAND ATTRIBUTE TABLE ATTRIBUTE Speed Small Arms Surprise Hand to Hand Armor Artillery Numbers Psionics Morale

Green 3 5 4 5 0 0 2 0 5

Red 4 3 1 2 4 5 3 0 2

White 3 2 3 6 0 0 2 2 6

Blue 5 1 6 1 2 0 1 5 3

Yelow 3 2 3 4 2 2 5 1 2

Black 1 3 4 3 5 3 3 0 2

RANDOM MARTIAN RACE DETERMINATION TABLE D6 1 2 3 4 5 6

RACE GREEN RED WHITE BLUE YELLOW BLACK

RANDOM ATTRIBUTE DETERMINATION TABLE D10 1 2 3 4 5 6 7 8 9 10

ATTRIBUTE Speed Small Arms Surprise Hand to Hand Armor Artillery Numbers Psionics Morale Reroll

TURN SEQUENCE Initiative Phase High Initiative Move Phase High Initiative Battle Phase Low Initiative Move Phase

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Low Initiative Battle Phase

INITIATIVE PHASE Each player rolls 1D10 & adds the number of leaders they control. Reroll ties. The highest total takes his Move & Battle phases first. The next highest takes his phases second & so on. Each player rolls 1D10 for every City they occupy. A roll of 1 recruits a fresh warband of the same race as the city.

MOVEMENT PHASE Roll 1D10 per 10 Units you control rounding up. Add to this the number of leaders you control. The total is your Command Points. Spend one command point to move one of your warbands one space. Any command points left are wasted. They cannot be saved. You may stack 2 or more of your warbands together in the same space. Only one stack per hex. Your warbands cannot enter or pass through spaces occupied by enemy units. Your units cannot enter or pass through impassable terrain spaces. A single warband can move a maximum of 3 spaces in one turn. Leader units can piggyback with one warband unit per turn. Leaders must be attached to a warband. A warband may have more than one leader attached. They can attach to any Warband in a stack. Leaders cannot move on their own.

BATTLE PHASE A Warband may attack an enemy warband in an adjacent hex. Only the warbands on the top of a stack can attack or be attacked. The order in the stack may be rearranged by its owner. Roll D10 on the Random Attribute Determination Table. This attribute is the key factor that determines who wins the battle. The Warband that has the higher score in that attribute wins. The other warband is destroyed. If both have equal scores than both are destroyed. A warband can only attack once per turn. If a attacking warband is destroyed, the next warband in the stack may attack.

SAMPLE COMBAT A Blue warband attacks An adjacent White warband The Attribute roll indicates Hand to Hand. Blue has 1, White has 6. Blue is slain. There is a Yellow warband stacked beneath the Blue. Yellow attacks White. The key attribute is Artillery. Yellow has 2 and White 0. White is destroyed.

LEADERS Each leader has a special ability. Determine the special ability at the beginning of the game. Roll once on the Random Attribute Determination Table. All Warbands stacked with that leader get +5 in that attribute. If two or more leaders are in the same hex, only one may contribute his bonus to the stack that battle phase.

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The choice of which leader is in charge is made before the key attribute is randomly determined. If all the warbands in a stack are destroyed then all the leaders are too.

SCENARIO SETUP In a 2 Player Game each player gets: 5 Leaders & 10 Warbands from 3 different races. In a 3 Player Game each player gets: 4 Leaders & 10 Warbands from 2 different races. In a 4 Player Game each player gets: 2 Leaders & 8 Warbands from 2 different races. Players setup up on opposite sides or corners within 3 hexes of the edge of the map.

VICTORY Either occupy several key locations such as settlements or destroy the enemy completely.

VARIANT WARBANDS The Attribute stats listed for the different races describe the basic warband. From 1 to 6 points may be shifted to create variant warbands. For example: Red Commandos: Armor -4, Artillery -2, Surprise +2, Small arms +2, Hand to Hand +2 Yellow Wasp Riders: Speed +2, Numbers -2 Blue Mob: Numbers +2, Surprise -2 Black Warlocks: Psionics +3, Morale +2, Armor -2, Artillery -3 Green Beetle Tanks: Armor +2, Artillery +3, Speed +1, Hand to Hand -4, Small arms -2 The variant type of Warband must be indicated on the chit. Other martian races exist on other continents. When designing scenarios, all units are worth one Recruit Point each.

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WH40KARDS

INTRODUCTION Two player Card Game based on the Games Workshop Epic Warhammer 40,000 Universe.

CARDSETS! Card Sets for WH40KARDS by Zak are available here

DISCLAIMER Warhammer is a licenced, trademarked property. This is merely a Fansite.

DECKS Each player uses a separate deck. For example: Imperial Deck vs Ork Deck. Each deck has 1 of each card in its list.

GEAR Dice, paper, pencils, tokens.

VICTORY The first player to have 30 hits worth of his own units destroyed breaks and leaves the field. Or 40 if you have a Command unit deployed. 50 if you have a Leader unit deployed.

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If a player loses 3 turns in a row (has all his units in 3 turns destroyed) he breaks and routs.

TURN SEQUENCE Each turn has 10 phases: Logistics Phase Scout Phase Deploy Phase Maneuver Phase Titan Phase Insertion Phase Ranged Combat Phase Close Combat Phase End Phase

LOGISTICS PHASE Each player fills his hand to 6 cards. If the deck runs out, shuffle the Discard & Casualty piles together, and draw from it.

SCOUT PHASE Players may discard up to 2 cards to their Reserve pile and draw replacement cards. A player may discard 3 cards if he has a Command unit deployed.

DEPLOY PHASE Each player must have 3 Unit cards deployed. (Left, Right, and Center) Deployed cards are placed face up on the table. Deployed units may be survivors from previous turns or just now deployed. If you already have 3 or more units deployed you may not deploy more.

MANEUVER PHASE Add up the Move The player with The player with deploy an extra

scores of your 3 the most Skimmer the higher score unit card of any

deployed units. & Jump Jet units gets +2D6 to their Move score. outflanks his opponent and may type from his hand.

TITAN PHASE If you deployed a Titan this turn you must roll on the corresponding systems tables. For example: A Great Gargant gets 4 rolls on the Gargant system table. These are the weapon systems the Titan has until it is destroyed. A Titan can only have 1 of any type of system. Chaos Infantry roll once on the Chaos Gift Table when Deployed. Use scrap paper to keep track of Titan Systems & Gifts.

INSERTION PHASE You may deploy any “Digger” or “Pod” or "Stealth" or "Teleport" units in your hand. For each unit with the “Carry” trait you may deploy an Infantry unit from your hand.

PSYCHIC PHASE 2227

Psychic units get to roll once on the appropriate table to see what Power they can use this turn.

RANGED COMBAT PHASE In order of decreasing range units may attack An attack targets any one deployed enemy unit. Roll XD6. X = the attacking units Attack Rating. Every roll of 1 causes 1 hit on the target. Use tokens placed on the damaged unit to represent hits. Any unit reduced to 0 hits is destroyed. Destroyed units are discarded to the owners casualty pile. Some units have a secondary attack: This is indicated by the notation of: (X/Y) in the Notes column where Range = X and Attack = Y. Some attacks will automatically destroy a target* on a roll of 1-Z on 1D6: This is indicated by the notation of: (Z) in the Attack Column. * = Titans are not automatically destroyed: they take 1D6 hits. Units with the “Split” trait may divide up their attack rolls against 2 targets. Units making Barrage attacks only cannot be attacked except by other Barrage units. All your units get +1 to their Attack score if a Command unit is deployed. All your units get +2 to their Attack score if a Leader unit is deployed.

CLOSE COMBAT PHASE All Close Combat attacks are simultaneous. An attack targets any one deployed enemy unit. Roll XD6. X = the attacking units Close Combat Rating. Every roll of 1 causes 1 hit on the target. Use tokens placed on the damaged unit to represent hits Any unit reduced to 0 hits is destroyed. Destroyed units are discarded to the owners casualty pile. Repeat the Close Combat Phase until one side is wiped out. All your units get +1 to their Close Combat Rating if a Command unit is deployed. All your units get +2 to their Close Combat Rating if a Leader unit is deployed.

END PHASE All units with the Regeneration ability repair 1 Hit of Damage to themselves.

UNIT ABBREVIATIONS LIST I = Infantry V = Vehicle C = Command S = Skimmer D = Digger T = Titan L = Leader R = Regenerates Br = Barrage x = Split: Unit may divide attack rolls against 2 targets. Carry = Unit has carry Ability Psychic = Attack is psychic in nature. Barrage = Indirect Fire (X/Y) = Secondary attack of Range = X and Attack = Y. (Z) = Attack automatically destroys target on a roll of 1-Z on 1D6. GS = Gargant System ITS = Imperial Titan System ES = Eldar Titan System STS = Squat Titan system CTS = Chaos Titan System

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BTS = Tyranid Bio-Titan System

GARGANT SYSTEM TABLE 1D20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Note: A

System: Range Battle Cannon Head 15 Battle Cannon Turret 15 Cluster Buster 15 Deth Kanon 20 Gatling Cannon 10 Gork Head Mork Head 7 Gutbuster: Ball 20 Ripper Fist Scorcher Turret 7 Slasha Attack Gun 10 Snapper 3 Gutbuster: Chain 15 Gutbuster: Barrage 20 Super Lifta Droppa Arm 15 Kustom Force Field Buzz Saw Arm Krusher Arm Deluxe Custom Kannon 10 Pick one Gargant can only have 1 head:

Attack 5 4 5x 6 9x 5 7 5 8 3 0 8 (3) 2D6

Close +6 +5 +6 +6 -

Notes

Attack +2 vs Titans Command Command Mega Cannon

Steam Blast Attack +10 vs Titans Barrage (1) +1D6 Hits this turn

Reroll extra heads.

IMPERIAL TITAN SYSTEM TABLE 1D8 1 2 3 4 5 6 7 8

System: Multi-Launcher Plasma Blastgun Vulcan Megabolter Turbo-Laser Destructor Powerfist Chainfist Inferno Gun Void Shields

Range 20 10 15 15 7 -

Attack 8 8 7 6x 9 -

Close +6 +6 -

Notes Barrage

+1D6 Hits this turn

ELDAR TITAN SYSTEM TABLE 1D8 1 2 3 4 5 6 7 8 * * Notes:

System: Range Attack Close Holo-Fields Pulsar 20 7 Heat Lance 15 9 Powerfist +6 Psychic Lance 10 (4) Distortion Cannon 15 (3) Tremor Cannon 20 (2) Pick one Wing Laser Cannon 15 6x Wing Missile Launcher 20 2 Eldar Titans also get to pick 2 Wing weapons

Notes +1D6 Hits this turn

Barrage

SQUAT TITAN SYSTEM TABLE 1D12 1 2 3 4

System: Doomsday Cannon Siege Mortar Battle Cannon Fire Thrower

Range 40 30 15 6

Attack 6 6 7 9

Close -

Notes Barrage Barrage

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5 6 7 8 9 10 11-12

Autocannon Rad Bomb Void Shields Thunderer Missiles Carry Bolters

10 60 10 20 3

3 10 6 6 4

-

Barrage/One use +1D6 Hits this turn Barrage Split

CHAOS TITAN SYSTEM TABLE 1D20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19-20

System: Multi-Launcher Plasma Blastgun Vulcan Megabolter Turbo-Laser Destructor Powerfist Chainfist Inferno Gun Void Shields Head Cannon Hull Firethrowers Hell Blade Death Storm Doom Burner Bloodletter Battlehead Havoc Missiles Hellstrike Cannon Doomfist Titan Tail Reroll

Range 20 10 15 15 7 10 3 15 15 5 15 10 5 10

Attack 3 8 7 6x 9 4 7x 5 6 4 8 6 6 3

Close +6 +6 +6 +3 +2

Notes Barrage

+1D6 Hits this turn

Barrage +3 vs Titans Barrage, One Use Barrage

TYRANID BIO-TITAN SYSTEM TABLE 1D10 1 2 3 4 5 6 7 8 9 10

System: Cluster Spines Pyro-Acid Spray Stinger Salvo Bio-Cannon Bile Launcher Bile Splatter Spore Pods Razor Claw Frag Spines Ripper Tentacles

Range 10 4 5 15 20 20 5 5 -

Attack 8 9 8 6 6 4 12 8 -

Close +6 +6

Notes Barrage Attack +1 vs Titans Barrage Split, Barrage Attack +3 vs Titans Barrage Split, +1 Hit

ELDAR PSYCHIC POWERS 1D6 1 2 3 4 5 6

Power Mind Blast Psychic Lock Eldritch Storm Doom Witch Sight Mind Shout

Range 5 15 10 50 5

Attack 6 -

Notes: Target cannot attack for rest of turn Gain 3D6 Move points for next turn All Attacks vs target are +2 Gain 1D6 Hits this turn Send target to reserve pile

ORK WEIRDBOY PSYCHIC POWERS 1D6 1 2 3

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Power Brainburster Stream Psychic Cannon Death Wave

Range 15 10 5

Attack 3 6 9

Notes: -

4-5 6

Weird Chant Overload

-

-

Roll again & Attack +1 & Range +1 Weirdboy's head explodes

SQUAT ANCESTOR PSYCHIC POWERS 1D5 1 units 2 3 4 5

Power Heal

Range -

Attack Notes: Remove 1D6 Damage Counters from your

Experience Force Dome Psychic Shield Precognition

-

-

All units get +2 Attack this turn Gain 1D6 Hits this turn All units gain 2 Hits this turn Look at opponents Hand

TYRANID PSYCHIC POWERS 1D5 1 2 3 4 5

Power Warp Field Energy Pulse The Horror Psychic Scream Psychic Barrage

Range 20 8 15

Attack 7 (3) 6

Notes: Gain 1D6 Hits this turn Enemy units are Close -3 Barrage

ORK DECK UNIT CARD LIST Card Name: Bad Moonz Ork Boyz Death Skulls Ork Boyz Snakebites Ork Boyz Goffs Ork Boyz Blood Axes Ork Boyz Evil Sunz Ork Boyz Bikeboyz Boarboyz Wildboyz Stormboyz Madboyz Nobz Warboss Warlord Ghazghkull Thraka Gretchin Ork Freeboterz Battlewagon War Buggy Traktor Kannon Lungbursta Gutrippa Giblet Grinda BF Skullhamma BF Bonecruncher Bonebreaker Braincrusha Evil Sunz Bowel Burna Evil Sunz Gobsmasha Mekboy Speedstas Mekboy Dragster Nobz Warbike Evil Sunz Spleenrippa Wartrack Bubble Chukka Speedsta Mekboy Tinbotz Evil Sunz Scorcher

Move 2 2 2 2 2 2 6 4 2 2 2 2 2 2 2 2 2 5 6 3 4 4 3 3 4 4 3 6 5 7 8 6 6 6 6 2 6

Hits 1 1 1 1 1 1 1 1 1 1 1 1 1 1 3 1 1 3 2 1 3 3 4 4 3 3 3 2 2 2 4 2 2 2 2 3 2

Close 2 2 3 4 2 2 4 5 4 2 2 5 6 8 9 0 2 2 3 1 2 5 9 5 5 5 1 2 1 4 3 6 1 2 3 5 2

Range 10 10 10 5 10 10 3 3 10 10 10 10 10 5 3 10 10 5 10 10 10 10 15 10 15 20 3 10 15 5 15 10 10 5 3

Attack 3 1 1 2 1 1 1 1 1 1 4 4 5 5 2 1 1 1 (3) 3 3 6 5 3 4 6 3 1 6Br 4 4 1 * 3 3

Type I I I I I I I I I I I IC IC IC IL I I V V V V V V V V V V V V V V VC V V V I V

Notes: Bolters Bolters Bolters Bolters Bolters Bolters Bolters Bolters Axes Bolters Bolters Bolters Bolters Bolters Kustom Kombis Shotguns Bolters Autocannon Autocannon (1) Battlecannon Battlecannon Autocannon Battlecannon Autocannon Battlecannon Crushacannon Scorcher Autocannon Rokkits & Cannon Deflektor Shield Bolters Battlecannon Autocannon Bubbles Autocannon Scorcher

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Ork Dreadnaughts 2 2 4 10 2 I Autocannon Squig Katapult 3 3 2 10 2D6 V Squig Swarm Mekboy Pulsa Rokkit 1 3 0 15 10 V Barrage Snakebite Squiggoth 2 4 6 10 3 V (5/3) Hop Splat Gun 2 1 0 10 3 V Barrage Shokk Attack Gun 2 1 1 40 (3) V Stompers 2 4 9 10 7 V AC,B(3/3) Weirdboy Battle Tower 5 3 2 V Psychic Great Gargant 2 15 16 T 6 GS Slasher Gargant 3 10 13 T 4 GS Mekboy Gargant 4 7 11 T 4 GS * = Target cannot attack for rest of turn on a roll of 1-3 on 1D6. GS = Gargant Systems, B = Bolters, AC = Autocannon, BF = Battle Fortress

IMPERIAL DECK UNIT CARD LIST Card Name: Move Land Raider 4 Rhino 5 Predator Tank 5 Vindicator 4 Whirlwind 4 Land Speeder 6S Leman Russ Tank 4 Basilisk 3 Bombard 2 Manticore 3 Deathstrike 2 Shadow Sword SHT 2 Bane Blade SHT 2 Storm Blade SHT 2 Termite 3D Mole 3D Hellbore 3D Hellhound Firethrower 2 Assault Landing Pod 0 Support Landing Pod 0 Deathwind Pod 0 Gorgon SHT 2 Capitol Imperialis 1 Tactical Marines 2 Assault Marines 3 Devastator Marines 2 Marine Scouts 2 Ultramarines 2 Space Wolf Marines 2 Blood Angel Marines 2 Terminators 2 Space Marine HQ 2 Space Marine Chaplain 2 Space Marine Librarian 2 Imperial Troops 2 Imperial Assault Troops Packs Imperial Support Troops Imperial Bike 6 Imperial Assassin 3 Ogryns 2 Ratling Snipers 2 Rough Riders 4 Commissar 2 Commissar Yarrick 2 Dreadnaughts 2 Robots 2 Rapier 2

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Hits 4 3 3 4 3 1 3 2 2 2 1 4 4 4 3 3 4 2 3 3 3 3 5 2 2 2 1 2 2 2 3 2 2 2 1 3

Close 4 1 1 3 5 4 3 1 1 1 0 7 9 7 2 4 6 3 1 1 0 5 4 3 4 3 3 5 5 5 7 5 5 5 1 1

Range 15 3 15 10 30 5 15 30 30 40 50 20 15 10 5 15 2 3 15 10 5 15 10 10 10 10 5 5 5 5 10 2

Attack 4 1 5x 6 2 5 5 2 3 6 4 8 8x 25x* 6 3 1 8x 3 1 1 3x 1 1 1 1 4 2 2 1D6 1 5

Type V V V V V V V V V V V V V V V V V V V V V V VC I I I I I I I I IC IC IC I 1

Notes: LC,B(3/1)Carry B,Carry AC,LC Thunderer MUL,Barrage Multi-melta BC,LC,B(3/1) ES,Barrage SM,Barrage RK,Barrage MI,Barrage VC,LC,B(15/3)(5/5) BC,LC,B(5/9) BC,HK,HL,PB,B(5/5) Carry Carry Carry

2 1 2 2 1 1 1 4 2 2 1

1 4 6 7 1 4 5 9 3 3 0

1 3 5 2 10 5 5 5 15 15 10

15 1 3 3 2 1 2 3x 1 1 2

3x V I I I I IC IL V V V

I Hvy Wpns Bolters Stealth Ripper Gun +2 vs Comnd units Lances Pistol Evil Eye, PS AC AC LC

Pod/Carry Pod,PC BM,Pod MT,B,Carry PC,B,(3/8)Carry Bolters PS,Jump Packs Hvy Wpns Bolt pistol Bolters Bolters Bolters B,Teleport Bolters Pistol Pistol/Psychic Lasguns I PS/Jump

Tarantula 2 1 0 15 3 V LC Mole Mortar 1 1 0 30 1 V Barrage Thudd Gun 1 1 0 15 2 V Barrage Sentinel 5 2 3 10 2 V AC Knight Paladin 8K 4 9 12 3 V BC,SL Knight Lancer 10K 4 6 12 6x V SL,LC,ML Knight Warden 5K 4 3 12 6x V BC,ML Warlord Titan 3 12R 15 T 4 ITS Reaver Titan 4 10R 12 T 3 ITS Warhound Scout Titan 5 8R 9 T 2 ITS * = Attack = 12 on 2nd and consecutive turns. AC = Autocannon, BC = Battle Cannon, SL = Shock Lance, ML = Multi-Lasers MUL = Multi-Launcher, LC = Lascannon, B = Bolters, PB = Plasma Blast Gun HL = Hellion Missile, HK = Hunter/Killer Missiles, VC = Volcano Cannon MT = Mine Thrower, ITS = Imperial Titan System, RK = Rockets, MI = Missile Launcher ES = Earth Shaker Artillery Cannon, SM = Siege Mortar, PC = Plasma Cannon BM = Bombs, PS = Pistols & Swords, SHT = Super Heavy Tank, K = Knight

ELDAR DECK UNIT CARD LIST Card Name: Move Hits Close Range Attack Guardians 2 1 1 10 1 Ulthwe Black Guardians 2 1 1 10 1 Scouts 2 1 4 10 2 Alaitoc Scouts 2 1 4 10 2 Swooping Hawks 4 1 3 5 1 Dire Avengers 2 1 3 10 1 Biel-Tan Avengers 2 1 3 10 1 Dark Reapers 1 2 2 15 4 Fire Dragons 2 1 3 5 3 Howling Banshees 2 1 7(3) Striking Scorpions 2 1 10 Warlock 2 1 3 3 1 Exarch 4 2 9 15 5 Avatar 3 5 11 3 7 Harlequin 3 2 7 5 1 Eldar Jet Bike 7S 1 4 3 2 Saim-Hann Wild Riders 7S 1 4 3 2 Vyper Jet Bike 7S 1 4 5 3 Falcon Grav Tank 5S 3 2 15 4 Wave Serpent 5S 3 2 15 (3) Warp Hunter 5S 3 2 25 (3) Deathstalker 5S 3 2 25 5 Tempest 5 4 5 20 6 Doomweaver 4 3 2 40 (3) War Walker 4 2 4 15 3 Dreadnaught 3 2 3 15 3 Fire Gale 8K 4 6 15 3 Bright Stallion 10K 5 6 12 4 Towering Destroyer 8K 5 12 15 3 Wraithguard 2 2 3 10 2 Iyanden Ghost Warriors 2 2 3 10 2 Vibrocannon 2 1 0 15 (3) Antigrav Lascannon 2 1 0 15 4 Warlock Titan 4 11R 9 Phantom Titan 4 13R 11 Revenant Scout Titan 9 7R 7 LC = Lascannon, SL = Scatter Laser, PL = Psychic Lance, SC = PU = Pulse Laser, K = Knight, A = Aspect Warriors

Type Notes: I Shuriken I Shuriken I Shuriken,Stealth I Shuriken,Stealth IA Lasguns IA Shuriken IA Shuriken IA Missiles IA Thermalgun IA Power sword IA Mandi-blaster IC Psychic IC Artifacts IL Spear I Shuriken V SC V SC V SC V Carry V Carry V Warp Generator V Prism Cannon V (3/3) V Web Spinner V LC,SL(5/3) V LC V PL,LC,SL(10/(3)) V PL,PU,SL(10/(3)) V PL,LC,SL(10/(3)) V V V V LC T 2ES/Psychic T 2ES T 2ES Shuriken Cannon

SQUAT DECK UNIT CARD LIST Card Name:

Move

Hits

Close

Range

Attack Type

Notes:

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Berserker Assault Squad 2 1 3 5 1 I Bolt Pistol Warrior Combat Squad 2 1 1 10 1 I Lasguns Thunderer Heavy Squad 2 1 2 15 4x I Hvy Bolters Warlord 2 2 7 10 3 IC Bolters Grand Warlord 2 3 8 10 3 IL Bolters Hearthguard 2 2 7 10 3 IC Bolters Living Ancestor 2 3 1 5 1 IC Psychic Ancestor Lord 2 4 1 5 1 IC Psychic Mech-Priest 2 1 3 5 1 I Repair Squat Rhino 5 3 1 3 1 V Bolters Squat Land Raider 4 4 4 15 4 V LC,B(3/1)Carry Guild Bikers 6 1 5 3 1 V Bolters Guild Trike 6 1 5 5 5 V Multi-melta Guildmasters 6 2 6 10 2 VC Lascannon Iron Shield APC 4 4 2 10 2 V AC,B(5/4)Carry Iron Hammer MBT 4 4 3 15 5 V MT,B(5/2) Retributor Assault Tank 4 4 3 15 3 V BC,B(5/4)LC(10/4) Hearthlord SHT 3 5 7 20 7 V PL,B(5/6) Hellfury SHT 3 5 4 10 3 V AC,B(5/4)Carry Rapier 1 1 0 10 3 V Laser Destroyer Robots 2 2 3 15 1 V Autocannon Goliath Mega-Cannon 2 2 1 50 7 V SHH,Barrage Tarantula 2 1 0 15 6 V Lascannon Thudd Gun 1 1 0 15 2 V Barrage Grudgekeeper 1 1 0 15 17x* V HHM Mole Mortar 1D 1 0 30 1 V Barrage Mole 3D 3 4 V Carry Termite 3D 3 2 V Carry Overlord Airship 4S 4 6 15 10x V BC,AC,MB(3/5)(1/8) Iron Eagle Gyrocopter 8S 3 4 10 5x V AC,BC War Hawk Gyrocopter 8S 3 4 10 5 V Ms,B(3/1) Steel Hawk Gyrocopter 8S 3 4 5 4Br V RK,MM(5/5) Land Train 2 12 14 T 4 STS, Carry Colossus 2 9 13 T 4 STS, Carry Leviathan 2 6 13 T 4 STS, Carry Orbital Barrage 8** AC = Autocannon, BC = Battle Cannon, B = Bolters, MB = Melta Bombs SHH = Super Heavy Howitzer, DM = Doomsday Cannon, LC = Lascannon MT = Mega Thunderer, HHM = Hunter & Helion Missiles, PL = Plasma Laser * = Attack becomes 9 on 2nd and later turns. SHT = Super Heavy Tank Repair = Remove 1D3 Damage counters from Vehicles in End Phase. MM = Multimelta, RK = Rockets, Ms = Missiles ** = Remove from play when used.

CHAOS DECK UNIT CARD LIST Card Name: Thousand Sons Death Guard Emperors Children World Eaters Chaos Marine Support Traitor Terminators Terminator Support Chaos Beastmen Chaos Squats Chaos Squat Support Trolls Minotaurs Chaos Spawn Chaos Hounds Chaos Champion Tzeentch Disc Riders

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Move 2 2 2 2 2 2 2 3 2 2 3 3 3 5 2 7S

Hits 2Tz 2Nu 2Sl 2Kh 2 3 3 1 1 1 2R 2 3 1 2 1Tz

Close 4 4 4 4 4 8 5 3 3 3 7 6 8 4 9 8

Range 10 10 10 10 15 5 10 10 15 10 10

Attack 1 1 1 1 3 4 6 1 3 1 1

Type I I I I I I I I I I I I I I IC I

Notes: CSM CSM CSM CSM ML Storm Bolters AC S&S B HB Clubs Axes B

Tzeentch Pink Horror 2 2Tz 5 I Regenerates Tzeentch Blue Horror 2 1Tz 2 I Flamer of Tzeentch 3 1Tz 2 5 2 I Magical Flame Plaguebearer of Nurgle 2 2Nu 7 I Cloud of Flies Beast of Nurgle 2 3Nu 8 I Cloud of Flies Nurglings 1 1Nu 3 I Slaaneshi Beast Riders 7 3Sl 10 10 1 I Fiends of Slaanesh 3 1Sl 3 I Soporific Must Daemonette of Slaanesh 2 2Sl 7 I Euphoric Must Bloodthirster of Khorne 2 4Kh 13 I Axe & Whip Great Unclean One 1 5Nu 8 3 (3) I SOC Keeper of Secrets 2 4Sl 11 5 (3) I Aura of Slaanesh Lord of Change 3 4Tz 9 7 (3) I Bolt of Change Angron 2P 4Kh 11 3 (3) IL Mighty Roar Magnus the Red 3P 4Tz 7 5 (3) IL Beam of Power Fulgrim 2P 4Sl 9 2 (3) IL Soporific Must Mortarion 1P 5Nu 6 3 (3) IL Plague Wind Juggernaut Riders 4 4Kh 10 10 1 I B Cultist Tactical 2 1 2 10 1 I Lasguns Cultist Support 2 1 2 15 3 I Hvy Wpns Cultist Assault 2 1 3 5 1 I S&P Mounted Cultists 4 1 4 5 1 I Lances Cult Bikers 6 1 4 3 1 V B Chaos Androids 2 2 3 10 2 I B Chaos Dreadnaughts 2 2 3 15 1 V Autocannon Chaos Robots 2 2 3 15 1 V Autocannon Bloodletters of Khorne 2 3Kh 6 I Regenerates Fleshhounds of Khorne 4 1Kh 3 I Brass Scorpion 4 3Kh 8 10 4 V JG,SK(5/6) Doom Blaster 3 4Kh 5 15 6 V DM,B(3/3) Blood Reaper 3 4Kh 5 10 9x V TG,SC Death Dealer 3 4Kh 9 10 3 V GC(5/6),TG,B(3/3) Tower of Skulls 3 4Kh 7 10 6 V CN,B(3/5) Cauldron of Blood 3 4Kh 7 5 8 V BC Cannon of Khorne 2 2Kh 2 20 3 V Barrage Silver Towers 4S 5Tz 4 10 6 V CN,BP(15/6) Doom Wing 15S 3Tz 4 4 4 V FC Fire Lord 12S 4Tz 4 10 5 V LC,FC(4/4)FB(1/8) Lord of Battle 3 9Kh 12 T 4CTS,Carry Banelord 3 12Kh 16 T 5CTS Chaos Titan Roll on Conversion Table Chaos Vehicle Roll on Conversion Table GC = Gatling Cannon, TG = Tower Gun, B = Bolters, CN = Cannon, BC = Blood Cannon AC = Assault Cannons, ML = Missile Launchers, HB = Heavy Bolters, S&S = Swords & Spears SC = Skull Cannon, SK = Scorpion Cannon, JG = Jaw Guns, DM = Doom Mortar S&P = Swords & Pistols, P = Primarch, CTS = Chaos Titan System SOC = Stream of Corruption, CSM = Chaos Space Marines, FB = Firestorm Bombs BP = Beam of Power, LC = Lascannon, CN = Cannon, FC = Flame Cannon Unit Types: Nu = Nurgle, Kh = Khorne, Tz = Tzeentch, Sl = Slaaaneshi Primarch unit bonuses only apply to units of the same type.

CHAOS TITAN CONVERSION TABLE 1D6 1 2 3 4 5-6

Titan: Nemesis Deathbringer Goth Hun Warhound

Move 3 3 4 4 5

Hits 12 11 10 9 8

Close 15 14 12 10 9

CTS 4 4 3 3 2

CHAOS VEHICLE CONVERSION 1D10 1

Vehicle: Chaos Land Raider

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2 3 4 5 6 7 8 9 10

Chaos Chaos Chaos Chaos Chaos Chaos Chaos Chaos Chaos

Rhino Rapier Tarantula Mole Mortar Thudd Gun Sentinel Basilisk Bombard Manticore

CHAOS GIFT TABLE 1D100 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-00 Notes:

Gift: Notes: Horns Close +1 Multiple Arms Close +1 Plague Bearer Close +1 Poisonous Bite Close +1 Razor-sharp Claws Close +1 Transparent Skin Close +1 Iron Hard Skin Hits +1 Regeneration Regeneration Resilient Hits +1 Rotting Flesh Close +1 Scaly Skin Hits +1 Warty Skin Hits +1 Wings Move +5 Mace Tail Close +1 Scorpion Tail Close +1 Skull Face Close +1 Spits Acid (3/2) Telekinesis (3/2) Uncontrollable Flatulence Close +1 Warp Frenzy Roll Twice more Beaked Close +1 Beweaponed Extremities Close +1 Blood Rage Close +1 Breathes Fire (3/2) Fangs Close +1 Flaming Skull Face Close +1 Growth Close +1 Brightly Patterned Skin Hits +1 Burning Body Close +1 Tentacles Close +1 Cloven Hooves Move +5 Horrible Stench Close +1 Hypnotic Gaze (3/(3)) Invisibility Hits +1 Crystalline Body Hits +1 Duplication Carry Enormously Fat Hits +1 Eyestalks Hits +1 Levitation Move +5 Long Legs Move +5 Long Spines Close +1 Nothing Chaos Infantry roll once on this table when deployed.

TYRANID HIVE DECK UNIT CARD LIST Card Name: Genestealer Cultists Hybrid Genestealers Genestealers Genestealer Magus

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Move 2 2 3 2

Hits 1 1 2 1

Close 1 3 7 2

Range 10 5 -

Attack 1 1 -

Type I I I I

Notes: Lasguns S&P Claws Psychic

Devourer Swarm 2 1 3 I Biovore 2 3 2 20 7 V SM; Barrage Carniflex 2 3R 8 10 4 I BP Dactylis 3 4 5 15 3Br V BiP,SC(3/1) Dominatrix 2 8R 11 15 9 VL BC,SC(3/11)Psychic Exocrine 3 4 5 15 5 V BC, SC(3/1) Gargoyles 8S 1 2 5 1 I Flame Spurt Harridan 10S 4 6 1 12Br VC SpC,BC(10/7)Carry Haruspex 3 4 9 5 3Br V AJ,FS Hive Tyrant 2 5R 11 10 4 IL VC, Psychic Hormagaunt 6 1 3 I Claws Lictor 9 3 5 5 2 I Flesh Hooks Zoats 3 2 6 10 2 I Barbed Stranglers Malefactor 4 4 7 5 4Br V FS,SC(3/2)Carry Mycetic Spore 3 4* V Carry, Pod Termagants 2 1 2 5 1 I Flesh Borers Trygon 4 5 9 8 8 V Bio-Shock Tyranid Warriors 2 2 6 10 3 IC Deathspitters Zoanthrope 2 2 2 10 7 V Warp Blast Hierophant Bio-Titan 5 12R 14 T 3BTS Hierodule Bio-Titan 5 10R 10 T 2BTS Notes: R = Regenerates, Br = Barrage SM = Spore Mines, BP = Bio Plasma, BiP = Bile Pods, Br = Barrage, SC = Spore Cysts BC = Bio Cannon, SpC = Spore Cloud, AJ – Acid Jet, FS = Frag Spines VC = Venom Cannon, S&P = Swords & Pistols, BTS = Tyranid Bio-Titan Systems * = This unit destroyed at end of turn.

TYRANID BIO TABLE 1D10 1 2 3 4 5 6 7 8 9 10 Notes:

Result Acid Blood Hallucinogens Pathogenic Slime Energy Immunity Overrun Assault Bio-Assassin Regenerate Adrenalin Surge Chameleon Overdrive Roll once on this table

Notes: One Unit gets Close +2 this turn Take control of Target enemy unit this turn One Unit gets Attack +2 this turn One Unit gets Hits +2 this turn All Units get Close +2 this turn Target enemy unit gets 1 Damage Token Remove 1D3 Damage Tokens One unit gets Move +2 and Close +2 this turn One Unit gets Hits +1 and Close +1 this turn All Units get Move +2 this turn this turn at the end of Deploy Phase.

EPIC WH40K LINKS Epic War Machine Datafaxes Epic War Machines Army Lists

GAME DESIGNERS NOTES I had to tone down the Titans a little bit (But not much!) Let me know about good Epic Links especially with stats I can convert.

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WILDCAT SOCCER INTRODUCTION Card & Record-Keeping game for 2 players. Simulation of League Soccer game with team player ages 5-6. At this age there are no positions. The game is divided into four periods each lasting 12 minutes. The Coaches are on the field directing traffic. The players often go the wrong way & need frequent water breaks. No one really keeps score. All players get juice & chips at the end of the match.

VICTORY Score the most Goals by the end of the game.

THE DECKS There are 3 common Decks: 1. The Coach Deck (4 cards) 2. The Kids Deck (20 cards) 3. The Action Deck

THE ACTION DECK The M = P = G = B = S = O = L =

Action deck has 6 card types: Movement (Used to set up a shot) Possession (Used to take control of the ball) Goal (Used to score a goal) Block (Used to negate a Goal card after it is played) Substitution (Used to cause target kid to be put on the Bench) Out (Used to Immediately End the Action Phase) Lost Opportunity (These cards do nothing)

SETUP Each player draws 1 Coach card and 10 Kid cards. (Or draw 2 Coaches – second one is the “Assistant” Coach) Put 5 of your kids on the field.

ROUNDS The game is divided into Rounds. Each round is equal to 2 minutes. There are 6 rounds in a period.

FIELD & BENCH At all times: 5 of your kids will be on the Field. (Face up in line towards the center of the table) The other 5 will be on the Bench. (Face up in line closer to you)

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ROUND SEQUENCE Each round is divided into 8 phases: Bench Phase Coach Phase Running Phase Control Phase Kicking Phase Defense Phase Possession Phase Action Phase

BENCH PHASE In the first Bench phase of a New Period both players must switch all Kids currently on the Bench with all kids currently on the Field.

COACH PHASE Both players draw 6 Action cards.

RUNNING PHASE Add up the Speed score of all your Kids on the Field. The side with the higher score gets to draw an extra Action card.

CONTROL PHASE Add up the Control score of all your Kids on the Field. The side with the higher score gets to draw an extra Action card.

KICKING PHASE Add up the Kick score of all your Kids on the Field. The side with the higher score gets to draw an extra Action card.

DEFENSE PHASE Add up the Defense score of all your Kids on the Field. The side with the higher score gets to draw an extra Action card.

POSSESSION PHASE Players flip a coin to see who gets possession of the Ball.

ACTION PHASE Players take turns. The Player with Possession gets first turn. On your turn, you may play 1 Action card: You may play a Movement card only if you have Possession of the Ball. If you don’t currently possess the ball, you may play a Possession card to take possession of it. You may play a Goal card if you have possession of the ball and you played a Movement card on your last turn.

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If your opponent played a Goal card last turn, you may play a Block card to negate it. An unblocked Goal card scores a Goal. (Keep track of Goals) You may play a Substitution card to cause a target kid to be put on the Bench. The other player immediately replaces him with another Kid from the Bench. You may play an Out card to Immediately End the Action Phase.

ACTION DECK CARD LIST Card Name: Type # Kick M 2 Pass M 2 Good Control M 2 Run M 2 Turn It Around P 1 Lose Control P 1 Kick the Wrong Way P 1 Steal P 1 Goal G 4 Score G 4 Block B 2 Defense B 2 Lost Shoe S 1 Needs Water Break S 1 Trip & Fall S 1 Crying for Mommy S 1 Day Dreaming L 1 Out of Position L 1 Kick it out O 1 Out of Bounds O 1 # = Number of copies of that card in the deck.

KIDS DECK CARD LIST Name: Joe Simon Niki Armond Randy Gonzo Danny Josh Brian Anthony Katie Lorna Hannah Jonathan Richard Phillip Jimmy Rony Mike Grahm

Speed 2 3 4 5 2 3 3 2 3 2 4 2 2 4 3 2 3 3 2 2

Control 3 1 4 2 1 2 2 3 3 3 4 1 2 3 4 3 2 3 3 4

Kicking 3 3 4 3 2 2 4 3 4 3 3 5 1 4 2 2 2 3 1 3

Defense 5 3 3 4 2 3 2 4 3 3 4 3 2 3 2 3 4 3 2 3

Notes: Loves the Game Daydreamer Bounce to his Step Racehorse Shrimp, Coaches Son Complainer Class Clown The Little General Show Off Short, Powerful Tomboy Foul Mouthed Fragile Tall & Lanky Neurotic Slow, Gland Problem Skinny Kid Bushy Haired Nerd Tall Geek

COACH DECK CARD LIST Name: Randy Crawford Martinez Mad)

Notes: All Kids get +1 to their Control Rating. (Drill, Drill, Drill) Can use Out cards as Block cards. (Kick it out Defensive Tactic) Can always Substitute 1 of his own kids in Bench Phase. (Makes Parents

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Mickey players)

In Setup switch 2 Kids with opponent. (Maintains last years teams best

NOTES Be sure to name your team (Sharks, Strikers, etc.) Uniform Color & Design too.

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WING COMMANDER FIGHTERS INTRODUCTION Board & card game for 2 players. Takes place in the Wing Commander Universe. Abstract skirmish level Fighter combat. Each figure represents a single Fighter.

DISCLAIMER ‘Wing Commander’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY You win if you destroy the opposing Wing Commander.

THE MAP Use an 8x8 chessboard.

THE SHIPS Use chits or miniatures to represent Fighters.

TABLE NOTATION Attacks = Maximum number of attacks fighter can make per turn. Move = Maximum range move card fighter can use. Turns = Max number of Move cards fighter can use per turn.

TERRAN CONFEDERATION FIGHTER TABLE Type Hornet Light Fighter Arrow Light Fighter Rapier Medium Fighter Hellcat Medium Fighter Scimitar Medium Fighter Raptor Heavy Fighter Thunderbolt Heavy Fighter

Hits 1 1 2 2 3 4

Move 4 5 4 3 2 3 2

Attacks 1 1 1 1 3 2 2

Turns 2 1 1 2 2 1 1

Attacks 1 1 1 2 1 2 2

Turns 1 2 1 1 2 1 1

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KILRATHI FIGHTER TABLE Type Salthi Light Fighter Darket Light Fighter Dralthi Medium Fighter Krant Medium Fighter Strakha Medium Fighter Gratha Heavy Fighter Jalthi Heavy Fighter

Hits 1 1 2 2 2 3 4

Move 5 4 4 3 3 3 2

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SETUP Each player starts with 2 Heavy, 3 Medium and 3 Light Fighters. Designate one fighter to be your Wing Commander. Each player places one fighter on each square of his back row. Fighters may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 3 phases: Orders Phase Maneuver Phase Fire Phase

ORDERS PHASE Draw 3 cards. Max hand size = 5 cards. If the deck runs out, shuffle the discard and draw from it. Discard excess cards.

MANEUVER PHASE Play (discard) a Move card to move one of your fighters. The move card has a number. This is the number of spaces the fighter moves. Moves can be diagonal or orthogonal. Instead of moving just one fighter in any direction, you have the option of moving one or more fighters forward the indicated number of spaces using a single move card. You cannot move through enemy fighters.

FIRE PHASE Play (discard) an Attack card to have a fighter attack. The attack card has a number. This is the range of the attack. Attacks can be diagonal or orthogonal. You cannot attack through other fighters. Every attack does 1 point of damage. Use Chits or coins to record damage. A fighter reduced to zero Hits is destroyed and removed from the board. Your opponent may play (discard) Defense cards to negate your attack.

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special K = as a Knight would move in Chess Type = Purpose of card

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# = Number of that card in the Deck.

CARD LIST Card Name: Laser Cannons Neutron Gun Mass Driver Cannon Dumb-Fire Missile Heat Seeking Missile Image Recognition Missile Porcupine Mine Friend or Foe Missile 100 kps 200 kps 300 kps 400 kps 500 kps Kickstop Burnout Fishhook Corkscrew Roll Tight Loop Tail Hard Brake Evasion Shake Armor Shields Tactics Pilot Special

# 4 2 4 4 3 2 2 2 4 3 3 3 2 2 1 1 1 1 2 2 2 2 2 2 2 8

Range 3 1 2 4 5 6 1 K 1 2 3 4 5 K -

Type A A A A A A A A M M M M M M M M M M X D D D D D X X

Notes 2 Points of Damage

Ships Max Move +1 Ships Max Move -1 Move 3 and over 1 Jump adjacent Fighter Negate a Defense Maneuver Card Maneuver Maneuver Maneuver Draw 2 Cards See Pilot Profiles

PILOTS Assign each of your Fighters a Pilot from the Pilot Tables

PILOT SPECIAL CARDS Discard a Pilot Special card to use a pilots special ability.

TERRAN PILOTS Moniker Spirit, Unstoppable Force Hunter, Loose Cannon Bossman, Leader by Example Iceman, Ace of Aces Angel, By the Book Maniac, New Kid Paladin, Professional Ace White Knight, Old Reliable

Ability Attack: range = 1 Ships Max Move +1 Defense (Maneuver) Attack: range = 3 Attack: range = 4 Move = K Defense (Maneuver) for Adjacent Fighter Attack: range = 2

KILRATHI PILOTS Moniker Starkiller, Keen Competitor Fang, Cold as Vacuum Deathstroke, Extreme Prejudice Redclaw, Danger and Disdain Gutterclaw, Without Mercy

Ability Move = 3 Attack: range = 3 Attack: range = 5 Attack: range = 4 Move = 1

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Sharptooth, Fast and Furious Furball, Lucky Novacat, Noble Warrior

Move = 2 Defense (Maneuver) Attack: range = 2

LINKS http://www.wcnews.com/articles/art41.shtml

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WIZARD SKIRMISH INTRODUCTION Board & card game for 2 players. Battle between two rival Wizards. Each figure represents a Wizard or a Summoned Creature.

VICTORY Reduce the opposing Wizard to zero Hit Points.

THE MAP Use an 8x8 chessboard.

THE MEN Use chits or miniatures to represent units.

UNITS TABLE NOTATION # = Number of that type of unit each player has in setup. Move = The types of Move Cards the unit can use. Range = The types of Attack Cards the unit can use.

UNIT TABLE Name: Wizard Skeletons Zombies Dwarves Kobolds Wolf Troll Giant Iron Golem Dragon Hydra Vampire Balrog

Move 1-2 1-2 1 1 1 1-3 1-2 1-4 1-2 1-5 1 1-4 1-3

Hits 12 1 2 2 1 2 3 3 4 4 3 2 5

Dam 1 1 1 1 1 1 1 2 2 2 2 2 2

Notes Casts Spells; Not a Creature Regenerate

Regenerate Fly Regenerate Regenerate, Fly

SETUP Each Player starts with one Wizard unit. Players place their Wizards in opposite corners. Units may not stack.

THE CARDS Players share a common Spell deck. The deck has 1 copy of each spell in the Spell List.

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CASTING SPELLS There is no limit to the number of Spells you can cast per Turn or Phase. You can only summon creatures on your own Turn. You can only attack on your own Turn.

TURN SEQUENCE Players take turns. Each turn has 5 phases: Power Phase Move Phase Summon Phase Battle Phase Spell Attack Phase

POWER PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 7 cards. Discard excess cards.

MOVE PHASE Every unit you control may move once on your turn. A unit may move up to a number of spaces equal to its move rating. Unit move ratings are listed in the Unit Table. Units cannot move through other units except for Flyers. Moves are diagonal or orthogonal. Instead of a normal move, you may cast a Move Spell on any unit you control.

SUMMON PHASE Cast (discard) a Summon card to summon the creature indicated on the card. The summoned unit appears in a space orthogonally adjacent to your Wizard. Units with the regenerate ability regain one lost Hit Point in this phase.

BATTLE PHASE Units you control may automatically make one ‘free’ attack against an Enemy unit that is orthogonally adjacent. The attack does damage equal to the units damage rating. Unit damage and hit point ratings are listed in the Unit Table. If the target unit is reduced to zero hit points it is destroyed. Your opponent may play a Defense Spell to negate an Attack.

SPELL ATTACK PHASE Play (discard) a Spell Attack card to have your Wizard attack. The attack card has a range rating: This is the range of the attack. Attacks are diagonal or orthogonal. The enemy unit that is the target of the attack takes damage according to the Spell description. You cannot cast spells through units. Your opponent may play a Defense Spell to negate an Attack.

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SPELL TYPES Attack Spells may target any opposing unit. Counterspells when cast negate the effects of a spell just cast by your opponent. Control Spells cannot target enemy Wizards. Control Spells give you permanent control over the target creature. A target hit by an Immobilization Spell cannot move, attack, or cast spells until the end of that players next turn.

CARD LIST NOTATION M = Movement A = Attack D = Defense S = Summon (Summons 1 Unit) X = Special Z = Counterspell C = Control Spell I = Immobilization Type = Purpose of card Dam = The amount of damage the spell inflicts

SPELL DECK CARD LIST Card Name: Magic Missiles Shock Fireball Touch of Death Lightning Bolt Disintegrate Cone of Cold Ice Storm Petrification Stone Bolt Earthquake Dispell Spellshield Negate Abjuration Charm Posses Dominate Command Teleport Gate Fly Haste Portal Phase Call Banish Shield Protection Wall of Ice Invisibility Illusion Flash Paralyze Hold Sleep Web Demon Strength

Range 1-3 1-2 3-4 1 5-6 3 2-3 3-5 2 4-5 4-6 1 2 3 4 5 6 4 3 7 K 2-6 3 1 3 5 4 2 1-4

Type A A A A A A A A A A A Z Z Z Z C C C C M M M M M M M A D D D D D I I I I I X

Dam 1 2 2 3 2 3 2 1 3 2 1 -

Notes

Flyers Immune

Move Enemy unit 3 spaces Target Creature Destroyed

Target gets Damage +1 Permanently

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Heal Cure Lore Forget Scry Divination Summon Skeletons Summon Zombies Summon Dwarves Summon Kobolds Summon Wolf Summon Troll Summon Giant Summon Iron Golem Summon Dragon Summon Hydra Summon Vampire Summon Balrog

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0-4 0-1 -

X X X X X X S S S S S S S S S S S S

-

Target regains 1 lost Hit Target regains 2 lost Hits Draw 2 cards Opponent discards 2 random cards Look at opponents hand Look at next 10 cards in deck

WIZARDLY INTRODUCTION Each player controls a Covenant of Wizards. Players try to build up the prestige of their Covenant by Accumulating Victory Points.

VICTORY The first player to have 25 victory points is the Winner.

VICTORY POINTS Every Wizard you control is worth 1 VP (victory point). Every Resource you control is worth 1 VP (victory point). Other cards will also be worth a stated number of VP if you control them. Completed Quests are worth 5 VP each.

THE DECK Players share a common deck.

CARDS There are 7 card types: W = Wizards S = Spells F = Followers Q = Quests E = Events I = Items D = Duel

DICE Six sided dice are needed.

SETUP Players start with a hand of 7 cards each. The oldest player goes first.

TURN SEQUENCE Players take turns. Each turn has 5 phases: Research Phase Event Phase Duel Phase Summon Phase Adventure Phase

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RESEARCH PHASE Draw 1 card. If the deck runs out, shuffle the discard & draw from it. Max hand is 8 cards. Discard excess cards.

EVENT PHASE Conduct Wizard actions in this Phase. A Wizard only gets one action per turn.

DUEL PHASE You must play a Wizard Duel card to start a Duel. Choose which of your Wizards will fight. Your opponent chooses one of his Wizards to fight. Both of you roll 3D6. The Higher Duel roll wins. The Lower Duel roll is slain. Certain spells, Items will add to the roll.

SUMMON PHASE Put 1 Wizard or Item or Follower or Resource card into play. Cards in play stay in play until they are slain, destroyed, etc. Items must be attached to a Wizard you control.

ADVENTURE PHASE You may go on a Quest. Play a Quest card. Decide which of your Wizards & Followers are going. Wizards that dueled or performed an action this turn cannot go on a Quest. Roll 3D6 to get the Danger Level. Roll 2D6 to get the Quest Level Add 1 to the Quest level for each participating Wizard/follower. If the Danger level is higher, that many Wizards/followers are slain. If you still have Wizards/followers left, roll again: Roll 3D6 to get the Danger Level. Roll 2D6 to get the Quest Level Add 1 to the Quest level for each participating Wizard/follower. If the Quest Level is equal or higher, you complete the Quest. Put the completed Quest into your Quest Pile. Some Items and Spells can increase your Quest Level. Discard slain Wizards/followers, spells, and uncompleted Quests.

WIZARD TYPE ABILITIES Conjuror = Use an action to draw a card (on a roll of 4-6 on 1D6) Adventurer = Gain +2 to Quest rolls. Play an extra Wizard on your turn. Dueler = Gain +2 to Duel rolls Scry = Use an action to Look at opponents hand or next 5 cards in deck. Max hand size +1. Nature = Gain +1 to Duel & Quest rolls. Play an extra Follower on your turn. Stealth = Use an action to steal an Item (on a roll of 6 on 1D6) Maker = Use an action to Search deck for Item & put it in your Hand (on a roll of 6 on 1D6) Maker = Play an extra Item on your turn.

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CARD LIST Card Name: Magician Artificer Sorcerer Arcanist Seer Shapechanger Illusionist Elementalist Necromancer Mentalist Battle Mage Druid Warlock Enchanter Alchemist Mystic Animist Shadow Mage Rune Master Sage Slay the Dragon Defeat the Giant Banish the Demon Rescue the Mage Hand Seal the Portal Destroy the Artifact Kill the Lich King Save the Village Hand Find the Treasure Explore the Ruins Flying Ship Ancient Grimore Spell Forge Spell Deck of Many Things Staff of Power Wand of Wonder Black Cauldron Orb of Seeing Crown of Command Magic Ring Ranger Apprentice Slew of Fighters Champion Hero Elves Dwarves Faeries Imp Familiar Guardian Beast Wizard Hunter Tricks & Traps Treachery Theft Explosion Magical Vortex Wizards Duel Library Laboratory

Type W W W W W W W W W W W W W W W W W W W W Q Q Q Q

Notes: Adventurer Maker Conjuror Adventurer Scry Nature Stealth Dueler Conjuror Dueler Dueler Nature Conjuror Maker Maker Scry Nature Stealth Adventurer Scry Quest Level +2. Worth 7 VP Quest Level –1. Worth 4 VP If completed draw 2 cards If completed Search deck for Wizard & put it in your

Q Q Q Q

If completed opponent misses his next turn If completed destroy target Item Quest Level +2. Worth 7 VP If completed Search deck for follower & put it in your

Q Q I I I

If completed Search deck for Item & put it in your Hand If completed Search deck for Item & put it in your Hand Quest +2 Worth 2 VP. Draw 2 cards when put into play Draw extra card in Research phase. Discard if not a

I I I I I I I F F F F F F F F F F E E E E E E D R R

Wizard gains Conjuror Ability Dueling +2 Gain +1 to Duel & Quest rolls Wizard gains Maker Ability Wizard gains Scry Ability Worth 2 VP. Steal a Follower when put into play Wizard gains Stealth Ability +1 to Destroy the Artifact Attach to Wizard (gains Dueling +1) +1 to Save the Village +1 to Slay the Dragon +1 to Defeat the Giant +1 to Seal the Portal +1 to Explore the Ruins +1 to Rescue the Mage Attach to Wizard (gains Dueling +1) Discard to prevent Item from being Stolen Kill target Wizard Danger Level +2 Steal target Wizard Steal target Item Destroy target Resource All players must discard all cards 5 copies of this card in deck Give 1 Wizard Adventurer ability on your turn Give 1 Wizard Maker ability on your turn

2253

Observatory Menagerie Greenhouse Planar Gateway Monolith Arena Magic Pool Crystal Mine Enchanted Grove Dimension Door Shatter Meteor Swarm Divination Prophecy Legend Lore Healing Reincarnation Invisibility Planar Shift Fireball Lightning Bolt Circle of Protection Feeblemind Control Monster Charm Poison Potion Dispell Alter Reality Probability Shift

2254

R R R R R R R R S S S S S S S S S S S S S S S S S S S S

Give 1 Wizard Scry ability on your turn Worth 2 VP Worth 2 VP Give 1 Wizard Stealth ability on your turn Give 1 Wizard Dueler ability on your turn Give 1 Wizard Conjure ability on your turn Worth 2 VP Give 1 Wizard Nature ability on your turn Steal Target Item Destroy Target Item Destroy Target Resource Look at opponents hand Look at next 7 cards in deck Search deck for Quest & put it in your Hand Prevent Wizard/Follower from getting killed Put Wizard in Discard into your Hand Steal Target Item Steal Target Resource Gain +1 to Duel or Quest roll Gain +1 to Duel or Quest roll Gain +1 to Duel or Quest roll Gain +2 to Duel Gain +2 to Quest Steal Target Follower Slay target Wizard Negate target Spell Negate target Action, Event or Duel Reroll target Dieroll

WIZARDS & WARLORDS INTRODUCTION Requires D6, D10, a map, and tokens of different colors to represent the troops of different players. The objective is to destroy your opponents Warlord token and capture all of your opponents strongholds.

THE MAP The map is divided into spaces, or territories. Designate which spaces are land and which are water. Designate some land territories to be barren. Designate some spaces to contain strongholds. Choose the identity of each stronghold. (Orc, Elf, Ice, etc.)

TOKENS Tokens represent an abstract combination of military, tactical, and magical strength at your disposal. The identity of a stronghold determines what type of token it produces. For example, a Dwarf stronghold produces dwarf tokens. In battle a dwarf token allows one roll on the dwarf warlord table.

SETUP Players each pick one of the warlords they want to play. Players pick one space on the map that they want to be their Homeland stronghold. Players start with 25 tokens of that warlord. All 25 tokens of that player start the game placed on the homeland space. Roll high on 1D10 to determine player turn order

STACKING A territory cannot at the end of a turn have more than 10 tokens in it. The exception to this is the Homeland spaces which can hold up to 25 tokens. A stack is also called an army. An army may consist of tokens from any number of Warlord tables.

WARLORD BATTLE TABLES The Battle Tables are used during battle phase. To get a result on a Battle Table roll a D10. Some numbers are repeated more than once. In this case, the player can pick which result he wants.

STATS Rolls on battle tables will contribute to the totals of seven stats: Numbers, Movement, Melee, Ranged, Armor, Tactics, and Morale.

2255

TURN SEQUENCE Players take turns. Each turn has 3 phases: 1. Production Phase 2. Movement Phase 3. Battle Phase

PRODUCTION PHASE A players starting homeland stronghold generates 2 tokens per turn. These are called homeland tokens. Other strongholds controlled by the player generate 1 token. The other stonghold's tokens will use other battle tables. A player can only recruit from a hold that has the same, or a neutral alignment battle table. A player must have a homeland token on a hold to recruit from it. Example- The Dwarf Warlord has a dwarf token on an Elf hold and so may recruit 1 Elf token per turn as long as the Dwarf token remains on the elf stronghold.

MOVEMENT PHASE A token can move one space per turn. Tokens cannot move into water territories.

BATTLE PHASE A stack may either move one space or attack an adjacent enemy stack. Stacks may combine their attacks. A stack may only attack once per turn. A stack may be attacked more than once per turn. During battle each side rolls a number of Battle rolls equal to the number of tokens they have in the battle up to 5 tokens. For example: Player A has 2 Dwarf tokens and 2 Elf tokens. He rolls twice on the Dwarf Warlord Table and Twice on the Elf Warlord Table. Players take turns making battle rolls, one at a time, the Attacker starting first. Add up the stat totals for each side. The winner for each stat inflicts one casualty. Tied stats result in no casualties. Example- Greyden wins in 5 stats and so his opponent loses 5 tokens. His opponent won in two stats so Greyden loses 2 tokens. Repeat this procedure until one side is destroyed or the attacker decides to stop attacking. Each repetition is called a round.

EXTRA BATTLE ROLLS If both sides have more than 5 tokens, the side with more tokens gets an extra battle roll. Defenders of a Homeland stronghold get an extra battle roll.

STRONGHOLDS Defenders in a stronghold automatically get a stat bonus of Armor = 5 & Range = 1 every round unless the stronghold was breached.

LAST MAN STANDING RULE 2256

There will always be at least one surviving token at the end of a round. If the casualties result in both sides being wiped out, then the side that won more stats will keep 1 survivor. If the stats are tied than roll high to determine the winner.

FREE ADVANCE If the attackers destroy all the defenders, then some or all of the attackers may move into the defenders territory.

TERMINOLOGY Breach Stronghold- Stronghold bonuses are negated. End Battle- Resolve casualties now. No further rounds of battle between these stacks. Regenerate- Negate one casualty. Living- Any tokens that are not Constructs, Elemental, Undead, or Illusions. Humanoids- Orcs, Kobolds, Lizard Men, Goblins, Hobgoblins. Demihumans- Dwarves, Elves, Halflings, Gnomes. Monsters- Giants, Elementals, Dragons.

DWARF BATTLE TABLE WARLORD- Greyden DwarfLord of the Silver Mountains ALIGNMENT- Good STRONGHOLD- Dwarven Mountain Fortress TOKENS- Dwarf D10 Powers Nmbrs Move Melee Range 1-Engineers 10 Breach Stronghold 1-Mule Riders 10 2 2 2-Steam Cannon 1 5 Construct 2-Toughness Negate one poison or spell effect 3-Mithril Armor 3-Martyr 1 4-War Hammer Clan 100 3 4-Tunnel Fighters 10 1 Destroy 1 Humanoid Token 5-Berserkers 10 5 5-Elders 6-Shield Wall 100 6-Giant Slayer Negate 1 ‘Giant' Roll 7-Dwarven Hero 1 1 8-BattleAxe Clan 100 4 8-War Machine 1 1 2 Construct 9-Shield Bearers 10 9-Runner 1 2 10-Miner Lore 10-Crossbows 10 3

Armor

Tactics Morale

2

2

6

5

1

4

3

1 2 2

2

3

4 5 3

KOBOLD BATTLE TABLE WARLORD- Gurrock Kobold Lord of the Grey Caves ALIGNMENT- Evil STRONGHOLD- Kobold Caves TOKENS- Kobolds D10 Powers Nmbrs Move Melee Range

Armor

Tactics Morale

2257

1-Mob 200 1 2-Wardogs 10 3 2- Kobold Chieftan 1 1 3-Ambush 100 4-Bushwhack 100 1 4-Diggers Breach Stronghold 5-Nets and Ropes Neutralize 1 Token 5-Poison Blowdarts 6-Shaman 1 Roll on Shaman table 7-Spearchuckers 100 7-Scaly hides Negate one poison or spell effect 8-Kobold Commandos 10 2 9-Scatter End Battle 9-Kobold Kites 10 4 Flying 10-Hit & Run 3

3 2 2 3 4

2 2 4 3

4 2 2

2

2 1 2

1

2

3

2

2

1

3

1 1 3 2 3

3

2

GOBLIN BATTLE TABLE WARLORD- Nagash Goblin ALIGNMENT- Evil STRONGHOLD- Hill Caves TOKENS- Goblins D10 Powers 1-Poison Arrows 1-Goblin Surgeon Regenerate 2-Witchdoctor Roll on Shaman Table 3-Skirmish 4-Wolf Riders 5-Foxhole 6-Grenadiers Breach Stronghold 7-Fanatics 8-Regulars 8-Tinker Destroy Artifact 9-Irregulars 9-The Goblin Switch 10-Archers 10-Terrain Obstacles

Chief of the Blood Fang Tribe

Nmbrs -

Move

Melee

Range 4

Armor

Tactics Morale

1 100 10 100 100 100 100 -

2 4

3 4

3

2 1

2

2

3 3

2

1

2

1

3

3

2

3

5 3

HOBGOBLIN BATTLE TABLE WARLORD- Vrackull Hobgoblin Overlord of the Steppe Horse Tribes ALIGNMENT- Evil STRONGHOLD- Plainsfort TOKENS- Hobgoblins D10 Powers Nmbrs Move Melee Range Armor Tactics Morale 1-Horse Archers 100 4 4 2-Goblin Laborers 100 Breach Stronghold 2 Cavalry Charge 3 5 3-Heavy Cavalry 100 3 4 3 4-Infantry Cohort 100 1 4 4 5-Bugbear Ambushers 10 4 3 6-War Priest 1 Roll on Shaman Table

2258

7-Plains Riders 8-Outflank 8-Signal Corps 9-Elite Vanguard 10-Slave fodder 10-Spoils of War 10-Battle Plans

100 100 100 -

5 3

2 4 2

5

2 4 5

ORC BATTLE TABLE WARLORD- Mog the Orc Lord of the Hurati Badlands ALIGNMENT- Evil STRONGHOLD- Warcamp TOKENS- Orcs D10 Powers Nmbrs Move Melee Range 1-Cannibalism 1 2 1-Forced March 4 2-Assassin Negate roll with Number stat = 1 2-Half Orc Mercenaries 100 3 3 3-Ogre 1 6 3-Black Orcs 100 4 4-Battering Ram Breach Stronghold 4-Looting 5-Warband 100 4 6-Warboss 6-Catapults 4 Construct 7-Taskmaster 1 7-Shocktroops onWarpigs 100 3 4 8-Shaman 1 Roll on Shaman Table 9-Scouts 2 9-Pig Iron 2 10-Raiders 100 3 2 2

Armor

3 2

2

Tactics Morale 3

3

5 2

4

2

3

4

2 3 2

SHAMAN BATTLE TABLE WARLORD- Shaman Subtable ALIGNMENT- Neutral STRONGHOLD- None D10 Powers Nmbrs Move 1-Battle Fetish 2-Healing Powers Regenerate 3-Blood Bond 1000 4-Curse Enemies Neutralize 1 Token 5-War Chant 6-War Deity Incarnation 1 7-Summon Spirit 8-Totem Guide 4 9-Cast out Evil Spirits Negate 1 Magical attack 10-Send the Dead Home Destroy a Demon or Undead token 10-Banish Monster Negate a monster roll

Melee 3

Range

Armor 3

Tactics Morale 4 5

8

7 3 4

3 3

ELF BATTLE TABLE 2259

WARLORD- Legolas, Lord of the Wood Elves ALIGNMENT- Good STRONGHOLD- Tree of Life D10 Powers Nmbrs Move Melee 1-Archers 100 2-Woodlore 2-Faerielore Roll on Fey Battle Table 3-War Maiden & Unicorn 1 4 4-Magic Resistance Negate 1 Magic Attack 4-Longevity Negate 1 Disease Attack 4-Never Sleep 5-Forest Hiding Places End Battle 5-Aim for the Leader Negate roll having number stat = 1 6-Healing Magic Regenerate 7-Befriend Animals Steal an animal token 7-Warriors 100 2 4 8-Elven Hunters 10 2 2 9-Flight of Arrows 9- Elven Bard 1 10-Stealthy Movements 2

Range 5

Armor

Tactics Morale 4

3

3

5

3

3 6

3

3 4

2 5

HALFLING BATTLE TABLE WARLORD- Finneas Furfoot the Halfling Sheriff ALIGNMENT- Good STRONGHOLD- The Shire TOKENS- Halflings D10 Powers Nmbrs Move Melee 1-Scouts 10 2 1 2-Concealment 3-Slingers 100 4-Cook Artillerists 10 Constructs 4-Big Feast 5-Trick the Big Folk Neutralize 1 Token 5-Tavern Roll on Adventurers Table 5-Safekeeping Roll on Magic Items Table 6-Militia 100 2 7-Shortbows 100 8-Pipeweed 9-Pony Express 10 4 10-Stout of heart 2

Range 2 3 4

Armor

Tactics Morale

4

4

4

3

1 3

4 3

ILLUSIONIST BATTLE TABLE WARLORD- Phantor the Illusionist ALIGNMENT- Neutral STRONGHOLD- Hall of Mirrors TOKENS- Illusions D10 Powers Nmbrs Move 1-Phantom Monster 1 5 2-Invisibility 3-Illusionary Forces 100 4 4-Darkness -

2260

Melee 5 4

Range

Armor

Tactics Morale

5

7

End Battle 4-Flash 5-Spectral Assassin 1 Negate roll having number stat = 1 6-False Courage 6-Dancing Lights 7-Phantasmal Terrain 8-Mirror Image 9-Prismatic Shield 9-Prismatic Spray 10-Confusion 10- Illusions Neutralize 1 Token

4

5

6

4

3 4 5

3 5 4

4

6

FEY BATTLE TABLE WARLORD- Flitterwing the Faerie Queen ALIGNMENT- Good STRONGHOLD-Faerie Circle Ring D10 Powers Nmbrs Move 1-Nymphs Neutralize 1 Token 2-Sprites 100 4 Flying 3-Sylphs 100 6 Flying 4-Pixies 100 4 Flying 5-Dryads 10 4 6-Brownies 100 3 6-Gremlins 100 Negate one construct roll 7-Ents 10 8-Yarthkins 100 2 9-Unicorn 1 5 1-Satyr 1 Negate one female roll

Melee

Range

Armor

2

Tactics Morale 3 2

1

1

3

3 3

7

4 4 3

2

4

2 5 3

Armor

Tactics Morale 3 3

5

3 2 5 3

GNOME BATTLE TABLE WARLORD- Rumpulump King of the ALIGNMENT- Good STRONGHOLD- Underkingdom TOKENS- Gnomes D10 Powers Nmbrs 1-Forest Friends 100 2-Lookout 3-Artillerists 10 4-Merry Pranksters Neutralize 1 Token 5-Blunderbussars 100 6-Hot Air Balloon Flying 7-Miner Sappers 100 Breach Stronghold 7-Teamwork 100 8-Deep Gnomes Roll on Earth Elemental Table 8-Gnome Illusionist Roll on Illusionist Table 8-Gnome Druid Roll on Druid Table 8-Tinker Roll on Artificer Table

Gnomes

Move 2

2

Melee

Range 4 3 2

3

2

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9-Giant Moles 10-Spike Armor

100

2

3

4

4

1

ARTIFICER BATTLE TABLE WARLORD- Azumon the Artificer ALIGNMENT- Neutral STRONGHOLD- Workshops TOKENS- Constructs D10 Powers Nmbrs Move 1-Hollow Armor 100 2-Iron Golem 1 3-Juggernaught 1 4 Breach Stronghold 4-Blasting Rod 5-Void Stone Both sides lose 1D6 tokens 5-Minor Creations Roll on magic item table. 6-Amulet of Azumon 7-Admantium Cage Neutralize 1 Token 7-Mechanical Eye 8-Time Machine Reroll any of your rolls so far 9-Teleportation Disk 7 10-Crystal Ship 4

Melee 3 5 6

Range

Armor 2 5 5

Tactics Morale 2 3 4

6

4

4

NECROMANCER BATTLE TABLE WARLORD- Varak the Necromancer ALIGNMENT- Evil STRONGHOLD- Graveyard TOKENS- Undead D10 Powers Nmbrs Move 1-Terror 2-Touch of Death Negate roll having number stat = 1 3-Animate Dead 100 1 4-Simulacrum 4-Drain Life Steal Living token 5-Crypt Champion 1 6-Zombies 100 7-Death Bolt 8-Weakness Neutralize 1 token 9-Pestilence Each side loses 1D6 Tokens 10-Raise the Dead Regenerate

Melee

Range

Armor

3

2

4 3

3 4

6

Tactics Morale 6

4

VAMPIRE BATTLE TABLE WARLORD- Novistoc the Vampire Lord ALIGNMENT- Evil STRONGHOLD- Gothic Castle TOKENS- Undead D10 Powers Nmbrs Move 1-Vampire Lord 1 4 2-Gaseous Form End Battle

2262

Melee 4

Range

Armor

Tactics Morale 4

3-Vampire bats 4-Drink blood Regenerate 5-Hypnotizing Gaze Neutralize 1 Token 6-Lesser Vampires 7-Vampiric Fortitude 8-Shadows 9-Dark Gift Steal Living Token 10-Blood Lust

-

4

10 -

2

-

3

5

4

4

KNIGHT BATTLE TABLE WARLORD- Belthor King of Meddia ALIGNMENT- Good STRONGHOLD- Castle TOKENS- Men D10 Powers Nmbrs Move 1-Mounted Knights 100 3 2-Longbow men 100 3-Pikemen 100 4-Swordsmen 100 4-Crossbowmen 100 5-Siege craft Breach Stronghold 5-Charge 6-Call to Arms 100 7-Woodsmen 10 2 8-Royal Wizard 1 Negate a magical attack 8-Arch Bishop 1 Destroy an undead token 8-Captain of the Guard 1 1 9-Pitched Battle 9-Peasant Rabble 100 10-Court Favorite Roll on Adventurers Table

Melee 4 6 5

Range 5 3 3

Armor 3

Tactics Morale 3

3 4

4 2

2

3 1

4 3

3

ADVENTURERS BATTLE TABLE WARLORD- The Adventurers of Findell ALIGNMENT- Good STRONGHOLD- Citadel TOKENS- Heros D10 Powers Nmbrs Move 1-Wizard Negate 1 magic roll 2-Thief 2 3-Warrior 1 4-Cleric 1 Destroy 1 undead or demon token 5-Elf 1 2 6-Dwarf 1 7-Halfling 1 8-Ranger 1 4 9-Companions 10 10-Find Hidden Passage Breach Stronghold 10-Monty Haul 10-Secret Weapon Roll on magic item table

Melee

Range 4

6

Armor

3 6

2 3

5

2 1

3

4 1

Tactics Morale 2 5 3

3 3 2 4

3 3 2

5

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MAGIC ITEMS BATTLE TABLE WARLORD- Magic Items Subtable ALIGNMENT- Neutral STRONGHOLD- None TOKENS- Constructs D10 Powers Nmbrs Move 1-Vorpal Blade 2-Potion of Healing Regenerate 3-Ring of Invisibility 4-Staff of Power 5-Wand of Stoning Neutralize 1 Token 6-Scroll of Protection Neutralize 1 Magical attack 7-Venomous Dagger Negate roll having number stat = 1 7-Horn of Blasting Breach Stronghold 8-Pixie Dust 4 Flying 9-Tome of Summoning Roll on any table 10- Magic Shield -

Melee 7

Range

3

5

Armor

Tactics Morale

5

4

5

ASSASSINS BATTLE TABLE WARLORD- Xavier the Assassin Guildmaster ALIGNMENT- Evil STRONGHOLD- Hideout TOKENS- Assassins D10 Powers Nmbrs Move Melee 1-Poison coated weapons 2-Thrown Dagger 2-Climb Walls Breach Stronghold 3-Bounty Hunter 1 3 3 3-Trap 4-Hired Thugs 10 3 5-Stealth 2 6-Disguise 7-Spy Neutralize 1 Token 8-Traitor Steal one of opponents battle rolls 9-Assassination Negate roll having number stat = 1 10-Plot carefully 10-Bide your time End Battle

Range 4 3

Armor

3

Tactics Morale

3 4 5

3

4

ICE BATTLE TABLE WARLORD- Wintress the Ice Queen of Frozaria ALIGNMENT- Neutral STRONGHOLD- Ice Castle TOKENS- Ice; Elemental D10 Powers Nmbrs Move Melee 1-Wall of Ice 2-Ice Storm Each side loses 1D6 Tokens 3-Freeze in Ice -

2264

Range

Armor 5

Tactics Morale

Neutralize 1 Token 3-Cold Blast Neutralize 1 Elemental 4-Cone of Cold 4-Chill touch 5-Ice Elemental 6-Blizzard End Battle 7-Frost wolves 8-Snow Barbarians 9-Ice Shards 10-Ice Drake Flying

roll 1 10 100 1

3 3 3

3 5

4

4

4 3

5 3

2 1 4

1 3 2

FIRE BATTLE TABLE WARLORD- Horace the Fire Wizard ALIGNMENT- Neutral STRONGHOLD- Volcano TOKENS- Fire; Elemental D10 Powers Nmbrs Move 1-Fireball 1-Magma Men 100 2-Wall of Fire Neutralize 1 Token 2-Inferno Each side loses 1D6 Tokens 3-Fire Salamander 1 4-Pyrotechnics 5-Fireblast 6-Fire Elemental 1 7-Immolation 8-Hottentots 100 1 9-Smoke 10-Fire Drake 1 4 Flying

Melee 5

Range 6

Armor

3

4 3

4

3

3 2

Tactics Morale

4

3

3

3

3

Armor

Tactics Morale

WIND BATTLE TABLE WARLORD- Freyalin Lord of the ALIGNMENT- Neutral STRONGHOLD- Sky Castle TOKENS- Air; Elemental D10 Powers Nmbrs 1-Windwalk Flying 2-Gust of wind Neutralize 1 Token 3-Hurricane End Battle 4-Hawkmen 100 Flying 5-Roc 1 Flying 6-Air Elemental 1 Flying 7-Wind Blast Negate target magical attack 8-Whispering winds 9-Cyclone Each side loses 1D6 Tokens 10-Wall of Air -

Winds

Move 4

Melee

Range

4

1

3

4

3

5

4

3 3 4

4

5 5

2265

EARTH BATTLE TABLE WARLORD- Geohoser Master of the Earth ALIGNMENT- Neutral STRONGHOLD- Granite Fortress TOKENS- Earth; Elemental D10 Powers Nmbrs Move 1-Earth Elemental 1 2-Wall of Stone 2-Earth Blast Negate a magical attack. 3-Stone Giant 1 4-Tunnel Negate a stronghold roll 4-Rock Lobsters 10 5-Earthquake Each side loses 1D6 Tokens 6-Stone Bolt 7-Stone skin 8-Bury Alive 8-Gravity Bind Negate one flying roll 9-Earth Meld 3 10-Turn to Stone Neutralize 1 Token

Melee 4

Range

Armor 5 6

5

4

4

3

Tactics Morale 4

5 4 5

4

4

DRUID BATTLE TABLE WARLORD- Gaeon the Grand Druid ALIGNMENT- Neutral STRONGHOLD- Druids Grove TOKENS- Nature D10 Powers Nmbrs Move Melee 1-Insect Swarm 1000 2-Storm End Battle 2-Wood Lore 3-Call Animals 100 2 4-Wall of Branches 5-Tangle vines Neutralize 1 Token 6-Tree Meld 3 7-Stone to mud Breach Stronghold 7-Faerie Lore Roll on Fey Table or negate any fey roll 8-Calm Nature Negate a magical attack 8-Elemental Mastery Roll on any elemental table 8-Harvest Moon 8-Biomystic Energy Destroy an Undead Token 9-Lightning Bolt 10-Herbal Remedy Regenerate or Negate a disease attack

Range

2266

Tactics Morale

4 4 4

4 7

DOPPLEGANGER BATTLE TABLE WARLORD- Dopplegangers ALIGNMENT- Neutral STRONGHOLD- Ruins TOKENS- Clones

Armor

D10 Powers Nmbrs Move Melee 1- Steal Power Steal one of opponents battle rolls 2-Copy Power Duplicate 1 of your opponents battle rolls. 3-Clone 100 4-Switch Forms 4 5-Mimic Roll on opponents Battle Table. 6-Multitude 1000 6-Symbiotes 7-Mutation 3 4 8-Viscous Strain 4 8-Friendly Visage 9-Ancestral memory Roll on any Battle table 9-Group Think 10-Reform Regenerate

Range

Armor

3

Tactics Morale

4 5

4

3

LIZARD BATTLE TABLE WARLORD- Surak King of the Lizard Men ALIGNMENT- Neutral STRONGHOLD- Marshland Dens TOKENS- Lizards D10 Powers Nmbrs Move 1-Anklosaurus 10 2-Spear Hurlers 100 3-Raptor Riders 10 4 4-Shaman Roll on Shaman Table 5-Tough Hides 6-Stegosaurus 10 7-Peradactyl Rider 10 5 8-Stone Axe Warriors 100 9-Tyrannosaurus Rex 1 2 10-Rite of Sacrifice 10-Stone Hurlers 100

Melee 3 5

4

Range 4

2

6

Armor 4

4 4 3 4

3

Tactics Morale

2

2 3 4

2267

WIZARDS GAME INTRODUCTION Card game between rival Wizards.

VICTORY The first player to accumulate 25+ Fate points is the winner.

THE DECK Players share a common deck.

TOKENS & POINTS There are three types of points players must keep tract of: Lore Points: Used for Bidding to acquire cards. Heka Points: Used to play Spell cards. Fate Points: Used to determine the winner at the end of the game. Points are represented by tokens (Counters, markers, stones) Use Blue stones for Lore. Use Red stones for Heka. Use Yellow stones for Fate. Individual cards may specify other additional Token types.

SETUP Each player starts with a hand of 7 cards. Place 5 cards face up in the center of the Table. These are the Bid cards.

TURN SEQUENCE Each turn is divided into 4 Phases: Research Phase Mysteries Phase Bid Phase Magic Phase

RESEARCH PHASE Each player generates Lore Tokens. Each player automatically gets 7 Lore Tokens. Certain cards generate additional Tokens.

MYSTERIES PHASE There will be 5 or less cards face up in the center of the Table. These are the Bid cards. If there are fewer cards, draw replacement cards from the deck.

BID PHASE 2268

Using Lore points, players bid on the five Bid cards. A player may bid with some, none, or all of his lore tokens. Lore tokens may be saved from turn to turn. A player may bid on some, none, or all of the Bid cards. If you win a bid, keep the card (it goes to your hand) and discard the tokens you bid. If you lose a bid, you get back the tokens you bid. In a tie, all bidders have their bid returned. At the end of the phase put a time token on all remaining Bid cards. A Bid card with 3+ time tokens is discarded. Maximum hand size is 12 cards. Discard excess cards.

MAGICS PHASE You may play cards from your hand. Cards are played face up one the table near you. Certain cards you have in play will generate Heka or Fate tokens for you. Fate tokens are saved from turn to turn. Heka tokens are lost at the end of this phase if they are not used. Cards that have the trait ‘permanent’ remain in play. Non-permanent cards are discarded at the end of this phase. To play some cards requires a specific amount of Heka to be used up. To play some cards requires the presence of other cards with certain traits. An Interrupt card can be played to negate a Spell card just played.

SCRYING If a Scry card is played in Magics phase, you may look at an Opponents’ hand, or the next 7 cards in the deck.

LIMITATIONS A Wizard can A Wizard can A Wizard can A Wizard can A Wizard can A Wizard can Wizards that

only only only only only only have

have one Wand. have one Knife or Sword. have one Location. have one Familiar. have one Body Type. use one card with the Time trait per turn. used evil cards cannot use good cards.

CARD TRAIT NOTATION P = Permanent O = Object S = Spell F = Fire E = Earth A = Air W = Water R = Spirit D = Divination N = Nature HX= Card generates X Heka points in Magics Phase KX = Card uses up X Heka to be played in Magics Phase {…} = To be played, this Card requires another card with this trait to be in play. L1 = Card generates 1 Lore point in Research Phase FX = Card generates X Fate points in Magics Phase F(X) = Card is worth X Fate points at end of game Q = Enchantment Y = Alchemy L = Location V = Event

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B M G Z T

= = = = =

Symbol System of Magic Grimore (Book) Organization (Allies, Secret Societies) Time

CARD LIST Card Name: Oak Wand Rowan Wand Yew Wand Ash Wand Hawthorn Wand Divinatory Meditation Oak Tree Grove Crystal Ball Athame (Knife) Boline (Knife) Double Edged Knife Ceremonial Sword Obsidian Knife Candle Tablet Stone Disc Elemental Balance Chalice Incense Burner Sweet Music Dedication Consecration Runes Symbols Carvings Amethyst Stone Quartz Crystal Inscription Copper Wire Empower Pledge Disconnected Unfriendly Spirits Magic Carpet Love Potion Satyrion Root Mandrake Root Ritual Magic Blight Break Enchantment Tarot Cards The Philosophers Stone Kabbalah Druid Lore Egyptian Magic Witchcraft Pact with the Devil Consort w/Malevolent Spirits Herbalism Alchemy Astrology Reverence of Nature Evil Eye Blood Sacrifice Manipulate Others The Key of Solomon

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Notes: P, O, H1, F, {Q} P, O, H1, F, {Q} P, O, H1, F, {Q} P, O, H1, F, {Q} P, O, H1, F, {Q} S, F2, K3, {D} (Scry) P, L, H1 P, O, D P, O, Q P, O, Q P, O, Q P, O, Q P, O, Q P, O, H1, F (3 uses) P, O, H1, E P, O, H1, E P, K9, E, A, W, F, H1 P, O, H1, W P, O, H1, A S, F2, H2, {A} Q, H2 Q, H2 {Q} H2 {Q} H2 {Q} H2 P, O, H1 P, O, H1 Q, H2 P, O, H1 Q, H2 Q, H2 V, Interrupt R, V, Interrupt P, O, F(5), K5 {Q, A} O, F4, K4 {Y, F} O, Y, H1 O, Y, H1 S, H7 P, S, F(4), H4 {N} (evil) S, F6, H6 (Discard target Permanent spell) P, O, D O, K10, F12, {Y, E, W} P, M, L1, N P, M, L1, N P, M, L1, N P, M, L1, N P, V, F10, L-2 {R} (evil) S, R, H3 (evil) P, M, Y, L1 P, M, Y, L1 P, M, D, L1 P, M, N, L1 P, S, F, K2 (evil) S, H6 (evil) V, K2, F2 (evil) P, G, L1, R

Great Leader Ring of Solomon Wisdom Teachings of an Angel Oracle Build Wonders Levitations Predictions Arrange Events Guardian & Guide Prophesy Breathe Life into Objects Study with Famous Sorcerer Learn Magic from Devils Magic Guardians Important Patrons Amass Wealth Escape Lynch Mobs Summon Ghosts Magic Drawing Escape Prison End Plague Establish Wizards School Summon Djinn Found City Summon Relic Transmute Metals Low Magic High Magic Write Scholarly Text Magical Marvels De Occulta Philosophia Malleus Maleficarum Numerology Illusions Necromancy Black Magic White Magic Doctor of Medicine Cure Diseases Catholicon Theories & Discoveries Die grosse Wundartzney Occult Arts The Magus Crystal Mirror Sigils Incantations Magic Squares Pentagram Pentacle Enochian Magic Monas Hieroglyphica Rosicrucian Brotherhood Hermetic Philosophy Metaphysics Ultiusque Cosmi Maloris Harmony with the Cosmos Tap the Power of Nature Immortality Clairvoyance Telepathy The History of Magic Transcendental Magic Healer Vanish

P, P, P, V, P, P, S, S, V, V, S, S, V,

V, K6, F(5) O, R, H2 {Q} M, L1 L10, K3, {R}(Good) M, D, L1 K7, F(8) F4, H4 {A} F4, H5 {D} (Scry) F5, K5 {D} F4, K4 F7, H8 {D} (Scry) F3, K4, Q K2, L6, N V, K2, L6, R (evil) P, O, K5, F(4) {Y} P, K2, F(2) P, K2, F(2) K4, F2 S, R, H5 S, H4 K4, F2 K4, F4 {N} P, K6, F(6) S, H8 P, K5, F(5) S, P, F(7), K7 S, F(6), K6 F2, K2 F5, K5 {M} P, F(4), K4, G P, F(6), K6 P, G, L1 P, G, L1 P, M, L1, D S, K2, F2 P, M, S, L1 (evil) P, M, L1 (evil) P, M, L1 (good) P, M, L1, N K4, F4, N O, F4, K4 {Y} (Magical Elixir) P, M, F(4), K4, G P, G, L1 P, M, L1 P, G, L1 P, O, D B, H4 V, H5 B, H4, D (Planetary Numerology) B, H5, R B, H5, E P, M, L1, R (Language of Angels) P, G, L1, R P, Z, L1 P, M, L1 P, M, L1 P, G, L1, D V, H7 (good) S, H6, N P, F7, K8 {Y} S, F2, K2 (Scry) S, F2, K2 (Scry) P, G, L1 P, M, L1 S, K3, F3, {N} S, K3, F3

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Order of the Golden Dawn Conjuration Faith & Reason Macrocosm & Microcosm Channel Spirits Law of Thelema Ordo Templi Orientis Ritual Sex Skyclad Ritual Book of Shadows Wicca Coven Goddess Worship Shamanism Pagan Rituals The Great Rite Initiation Ritual Fellowship of Isis Church of All Worlds Blessings Curses Exorcisms Rural Wizard Theology of Deep Ecology Freemasons The Book of the Dead True Names Reincarnation Words of Power Part Waters Control Supernatural Entity Astral Projection Visualization Omens Shapeshifting Summer Solstice Winter Solstice Spring Equinox Fall Equinox Power of Invisibility Circle of Protection Transformation Truthsayer Weather Control Blood Sacrifice Salmon of Knowledge Supernatural Sight Spirit Guide Totem Animal Power Animal Bird or Reptile Demon or Imp Visions Dreamcatcher North South East West Secrets of the Universe Psychic Warfare Body Intellect Will Emotions Archangel Raphael Archangel Michael Archangel Uriel

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P, Z, L1 S, F2, K2 H6 H8 D H7, S, R P, M, L1 P, Z, L1 H7 N H6 N P, G, L1 P, Z, L1 P, M, L1, N P, M, L1, N H6 N H9 N H7 P, Z, L1 P, Z, L1 S, F3, K3, Q S, F3, K3 (Evil) S, F4, K4, R P, F(3) K3 P, M, L1, N P, Z, L1 P, G, L1 H8 {G} R F7, K7 {R} H7 {M, G} F5, K5 {W} F4 K4{R} P, S, K7, F(4), L1 {R} P, M, H1 V, K4, F4 {D} (Scry) S, K3, F3 {N} T, H6, Y T, H6, D T, H5, N T, H5, R S, F2, K2, {A} P, S, F2, K2, Negate Interrupts by Spirits S, F3, K3 {N} S, F1, K2, {D} (Scry) S, F4, K4 {A, W} H9 (Evil) P, L1, K(6), F7 S, F2, K3, {D} (Scry) P, H1 (Familiar) R P, H1 (Familiar) N P, H1 (Familiar) N P, H1 (Familiar) P, H1 (Familiar) (Evil) V, K3, F3 {D} (Scry) P, O, H1 B, H3, E B, H3, F B, H3, A B, H3, W P, L1, K(6), F7 S, Interrupt H2, E H2, A H2, F H2, W H4, A H4, F H4, E

Archangel Gabriel Materia Medica Purity of Purpose Magic Talismans Ankh Like Attracts Like Seal of Solomon As Above, So Below Magic Amulets Bilocation Magic Name of God Reanimate the Dead Ceremonial Magic Flying Riddles & Clear Thinking Perfect the Mind Focus the Will Celestial Bodies Precious Metals Purification Ether Choleric Body Type Sanguine Body Type Melancholic Body Type Phlegmatic Body Type Wheel of the Year Chanting Intuition Full Moon New Moon Zodiac Spells of Attraction Spells of Enhancement Spells of Success Spells of Protection Spells of Healing Spells of Harmony Spells of Insight Major Arcana Minor Arcana Negative Energy Rebound cards) Hallucinogenics Lemegeton Grimorium Verum Power of the Divine Invocation Correspondences Magic Circle The Sun Male Energies Female Energies Charm Charge Ley Line Ley Node Ley Center Dowsing Pendulum Halloween Imbole May Day Lammas Music of the Spheres Rule of Three Tabula Smaragdina

H4, W P, G, L1, Y H5 P, O, K4, F(3) {G} B, H4 M, H4 B, H6 M, H4 P, O, K3, F(2) {N} S, K4, F3 (Two Places at the Same Time) H12 (Good) K4, F3, {R} (Evil) S, H5 S, K3, F3 {A} M, L1 M, L1 M, L1 H5, D H4, Y S, Q, K2, F R, H5 P, F, H1 P, A, H1 P, E, H1 P, W, H1 B, H6 {M} H4 H4 T, H5, N T, H5, N B, H6, D S, F2, K2 S, F2, K2 S, F2, K2 S, F2, K2 S, F2, K2 S, F2, K2 S, F2, K2 H4, D H2, D Interrupt (only vs Wizard that has used evil H7 {N} P, G, L1, W, A, R P, G, L1 H8, R (Good) H4, Q H6 H6 {Q} B, H6, F H5 H5 F1 K1 H4 {O} Q P, L, H1 P, L, H2 P, L, H3 H5, W, E (Scry) P, O, D, H1 {Q} T, H7 T, H7 T, H7 T, H7 H9, N H3 P, G, L1 (The Emerald Tablet)

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Distilled Quintessence Calcination Torture of the Metals

H8, Y H4, Y H6, Y

WIZARDS Before play, each player takes the identity of one (random) Wizard. Each Wizard described in the Wizard Card List has Special Abilities.

WIZARDS CARD LIST * King Solomon Cannot use Evil cards. Gets +1 to bids for Spirit cards. Spirit cards cost 2 less Heka to play. * Merlin Cannot use Evil cards. Gets one extra Lore token per turn. * Virgil Cards cost one less Heka token to play. * Faust Starts game owning the “Pact with the Devil” card in play. * Agrippa Gets +1 to bids for ‘Systems of Magic’ cards. * Paracelsus Gets +1 to bids for Alchemy, Medical & Healing cards. * Dr John Dee Gains one extra Fate point every time he plays a Spirit card. * Robert Fludd Starts with the traits of: Alchemy, Divination, Spirit, and Nature. * Count Saint-Germaine Gains one extra Fate point every time he plays a Spell card. * Eliphas Levi Gets +1 to bids for Nature cards. * Aleister Crowley Gains one extra Fate point every time he gains a Book or an Organization. * Gerald Gardner Cards that generate Heka generate one extra Heka point for him. * Alexander Sanders Gains one extra Fate point every time he gains a ‘Systems of Magic’ card. * Oberon Zell-Ravenheart Gains one extra Fate point every time he plays a Nature card.

BIDDING TECHNIQUE Each player should have a tray with 5 compartments corresponding to the 5 available cards up for bid. Distribute your Lore tokens to the compartments. Use a barrier to keep other players from seeing your Bid. Players take down their barriers all at once.

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WIZARDS SCHOOL INTRODUCTION Players are young apprentices at their first semester of Wizards school.

THE DECK Players share a common deck.

FIELDS OF STUDY There are 6 fields of study that adepts accumulate lesson points in: 1. Divination 2. Conjuration 3. Alchemy 4. Transformation 5. Invocation 6. Extra Curricular Activities

END OF GAME The semester lasts 17 weeks. The game ends at the end of turn 17.

WINNING The player who, at the end of the game, has accumulated the most lesson points in the most Fields of Study is the winner. If there is a tie, then the tied player with the most lesson points wins.

SETUP Roll high on 1D6 to see who goes first. Players start with 2 cards in their hands.

TURN SEQUENCE Players take turns. Each turn has 5 phases: 1. Fates Phase 2. Study Phase 3. Cram Phase 4. Distractions Phase 5. Lessons Phase

FATES PHASE Draw 2 cards. Max hand size is 9 cards. Discard excess cards. Spells that allow you to draw extra cards are played in this phase.

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STUDY PHASE Roll 2D6. This is the Study roll: Gain that many Study points.

CRAM PHASE You may play up to two cards that allow you to gain more study or lesson points. A Study card adds 1D6 Study Points. A Lesson card adds 1D6 Lesson Points to the indicated Field of Study. You may play Experience cards on yourself. An experience card will cause you to gain 1D6 experience points but lose 1D6 Study Points.

DISTRACTIONS PHASE The opponent to your right may play a card that causes you to lose study points. A Distraction card causes you to lose 1D6 Study Points. You play an Event card that negates the Distraction card. Your opponent may play Experience cards on you. An experience card will cause you to gain 1D6 experience points but lose 1D6 Study Points.

LESSONS PHASE Distribute Study points acquired this turn as evenly as possible to the: Divination, Conjuration, Alchemy, Transformation, and Invocation Fields of Study. Study points are converted into Lesson Points when they are distributed. Experience points are always applied to the Extra Curricular Activities Field of Study. Keep a running total of your accumulated points for each Field of study.

CARD TYPE NOTATION S D L E X

= = = = =

Study Distraction Lesson Event Experience

COMMON DECK CARD LIST Card Name: Burn the Midnight Oil Enchanted Sleep Wish Spell Unfriendly Competition Turn into Frog Inspiration Read Magic Breakthrough Trapped by Demon Eureka! Forget Spell Manual of the Planes Recitation Tome of Knowledge Library Card Cram for Test Study Partner

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Type: S D E D D S S E D E D L S S E S S

Description: Item Spell Spell: Draw 3 cards Enemy Spell: Must have 20 points in Transformation Smart Spell Smart: Negate a Stupid Card & Draw a card Creature Smart: Negate a Challenge Card & Draw a card Spell Item: Book: Conjuration Lesson Effort Item: Book Search the Deck for a Book card & put it in your hand Effort Help

Study Group S Wise Old Owl L Magic Mirror D All Nighter S Favorite Professor L Find Familiar E Turn Undead E Holy Water E Speak in Tongues D Curse D Memory Drills S Silence E Fraternity Test Bank S Teachers Pet E Memory Potion S Brain Food S Explore the Castle X Stop Time S Crystal Ball S Caught E Elixir E Balm E Will o’ Wisp E Discovery X Confusing Material D Mental Brick Wall D Flickering candles D Wailing Cats D Fever D Legend Lore E Gossip E Flu D Undead Poets Society X Cooties D Befriend Castle Ghost E Heebie Jeebies D Bookworms E Howling Wolves D Bats in the Belfry D Tommy Knockers D Chores D Enchanted Broomstick E Visit Home D Mail Call E Trick Question D Paradox D Impossible Puzzle D Little Devil D Skeleton in the Closet D Banshee D Strange Brew X Never Ending Story D Dirty Glassware E Gremlins D Relatives Visit D Active Social Life X Dungeon Detention D Sneak off Schoolgrounds Suspension D Dust to Dust S Pool Hall X DisturbanceintheForce D Spell Backfires E Blow up Laboratory E Faulty Memory E Dunce Cap D

Help Creature: Lesson in any Field Item Effort Help: Lesson in any Field Draw 3 cards Spell: Negate a Demon or Undead Distraction Item: Negate a Demon or Undead Distraction Spell Spell Effort Spell: Negate a Noise Distraction Help Negate a Punnishment Card Item Item Adventure Spell Item Negate an Adventure card Item: Negate a Sickness Distraction Item: Negate a Skin Distraction Undead: Negate a Darkness Distraction Adventure Stupid Stupid Darkness Creatures: Noise Sickness Spell: Draw 3 cards Negate an Effort Card Sickness Skin Undead: Draw 2 Cards Skin Creatures: Negate a Book Card Creatures: Noise Creatures: Noise Creatures: Noise Drudgery Spell: Item: Negate a Drudgery card Draw 2 Cards Challenge Challenge Challenge Creatures: Demon Undead Undead: Noise Drug Item: Book Opponent loses 1D6 Alchemy Lesson Points Creatures Punnishment X Adventure Punnishment Spell: Negate an Item Card Negate a Spell Card Opponent loses 1D6 Alchemy Lesson Points Opponent must discard 2 random cards Item

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Demerits E Hazing D Busy Work D Teacher dislikes you D Illusions D Magical Pipeweed X Magic Mushrooms X Dragon Ale X Wood Nymphs X Cauldron Coffee E Wards E The Hermetic arts E Star Charts L Deans Inspection D Ritual Sacrifice E Banish Spell E Potion Recipe Book L Demonic Tutor S Possession D Metaphysics L Troll Dissection L Smelling Salts E Levitation Workshop L Sorcery 101 S Witchcraft 101 S Herbalists Bible L Young Love X Endless Stairwell D Lost in the stacks D Wizardry 101 S Mysticism 101 L Soothsaying E Wand Technique 101 S Coed Dorm X Love Philter X Bad Attitude E Wizard Duel X Practical Jokes E Philosophic Congelation Pentagram Art Class L Class Officer Duties X Work Study D Hocus Pocus E Mage Ball Practice X Teleportation Accident D Pixie Dust X Grimore:Mythical Beasts Spell Book S Thesis Defense D Tardy again D Play by the Rules E Kobolds ate my Hmwork D Fireball Practice L Spirit Guide S Thinking Cap S Natural Ability S Magical Adventures X Raw Talent S Visit Infirmary E Practice makes Perfect S Celebrity Family D Thinking out of the Box Navel Contemplation D Tarot Readings L Flying Lessons L Artificing class L

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Negate an Experience Card Target gains 1 Experience point Drudgery Enemy: Punnishment Spell: Must have 5 points in Evocation Drugs Drugs Drugs Creatures Negate a Drugs Card Spell: Negate a Spell Distribute your Study points how you like this turn Item: Book: Divination Lesson Target must discard X cards in his hand Spell: Discard X cards & Draw X+1 cards Negate any Creature card Item: Book: Alchemy Lesson Must have 20 points in Conjuration Must have 10 points in Conjuration Evocation Lesson Transformation Lesson Negate a Drugs Card Evocation Lesson Item: Book: Alchemy Lesson Romance Challenge Challenge Divination Lesson Look at next 10 cards in Deck Romance Romance: Item Negate a Smart Card Enemy: Challenge Switch Hands with Opponent S Conjuration Lesson Drudgery Spell: Draw 2 Cards Spell: Injury Drugs L Item: Book: Transformation Lesson Item: Book Punnishment Negate an Experience card and draw a card Creatures Evocation Lesson Undead Item Smart Adventure Smart Negate a Sickness, Injury, or Skin card Effort S

Smart

Divination Lesson Evocation Lesson Transformation or Alchemy Lesson

History of Magic Snipe Hunting Magical Glue Incident Abre Qad Habra Dead Language Recital

S X D E S

Adventure Stupid: Skin Spell: Draw 2 Cards Effort

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WIZARDS INTRODUCTION Two-player Card game based on the animated film WIZARDS by Ralph Bakshi. Wizards is a trademarked, licensed property. This is merely a fan site. One player is the good Wizard Avatar. The other player is his evil brother Blackwolf. Both battle for world domination. On Avatar’s side is Magic, Elven Races, and Faerie Folk. Blackwolf's armies are filled with Mutants, Demons, and Ancient Technologies.

THE DECKS There are 2 decks: The Avatar Deck and the Blackwolf deck. Each player gets one deck.

TURN SEQUENCE Recruit Phase Reinforcement Phase Revelation Phase Conflict Phase Resolution Phase

RECRUIT PHASE Each player fills their hand to 9 cards.

REINFORCEMENT PHASE Each player may discard up to 3 cards and draw replacements.

REVELATION PHASE Both players lay cards from their hands simultaneously face up. The Avatar player can only play one Magic card unless other cards allow more. The Blackwolf player can only play one Technology card unless other cards allow more. Either player can only play one Knowledge card. Cards that cannot be played are kept in the players hand. The player may also choose to keep cards in his hand he could otherwise play.

CONFLICT PHASE Some cards allow the player to take an action. Players take turns conducting one action at a time: Avatar goes first. Cards drawn during this phase may be immediately played. These cards may allow further cards from a players hand to be played.

RESOLUTION PHASE 2280

Each player counts up the Power of all his remaining played cards. The player with the most Power points gets a Victory Token. The first player to acquire 7 Victory Tokens wins the game. Discard all played cards.

CARD TYPE NOTATION L K A P E T X S R M

= = = = = = = = = =

Leader Knowledge Armies Place Event Technology Magic Strategy Resources Morale

BLACKWOLF DECK CARD LIST Card Name Type BlackWolf L Technomancy K Low Mutants A Badlands P Mutants Rule! E Toadies A Reich Henchmen A Messenger E your hand Black Arts K Scortch P Reptilions A Demon Warlord L Journey into Hell E put it in your hand Demon Generals L Dictatorship R Pistols & Rifles T Cannons T Quick Victories S Plunder Ancient Ruins E and put it in your hand Archaeologists E put it in your hand War Machine R Dream Machine T Panzer Tanks T Howitzers T Airplanes T Technomage L Wild Rumors M Machine Guns T Salamander Riders A Wolfmacht A Max & Fritz A Demons A Lich L Goblin Mob A Shock Troops A Fascist Pig Mutants A Nazi Black Guard A Reptilion Rex L Pit Roaches A

Power 15 5 3 7 5 3 4 -

Notes Play an extra Technology Card Play an extra Technology Card Mutants Mutant Cards get +1 Mutant Cards get +2 Mutants Mutants Discard to search deck for card and put it in

5 9 6 8 -

Play an extra Technology Card Mutant Cards get +1 Mutants Demons get +3 Discard to search discard for a Demon card and

8 4 10 10 -

Armies get +1 Discard to draw 2 cards Mutant Cards get +2 Look at top 2 cards of opponents deck & discard 1 Discard to search discard for a Technology card

-

Discard to search deck for a Technology card and

12 12 10 10 5 1 8 5 3 2 7 10 5 6 6 7 8 10

Discard to draw 2 cards Look at top 2 cards of opponents deck & discard 1 Look at top 3 cards of opponents deck & discard 1 Play an extra Technology Card Opposing Armies -2 Automatically discard opposing Cavalry Mutant Cavalry Mutant Cavalry Mutants Demons Demon Mutants Mutants Mutants Demons

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Robot Assassin Betrayal

L E

9 -

Discard opposing Leader Discard opposing Leader & Draw a card

AVATAR DECK CARD LIST Card Name Avatar Montagar Magic Arts Illusions Healing Arts put it in your hand Wizards Wrath Banish Cutting Sarcasm Medieval Weapons Faerie Folk Valiant Determination Panic the Mutants Mutants Desert Radiation Sickness Break Mutant Ranks Elven Spies Necron 99 (Peace) Red Elves Yellow Elves Brown Elves Dwarves Gnome Tutors put 1 in your hand Mountain Faeries Wood Faeries Elflings Heavy Infantry Cavalry Archers Royal Guard President of Montagar The Good Lands WeeHawk Elinore Fireballs Lightning Bolts Charm Bewilder Scouts Breakdown Weather Dragon Rescue put it in your hand Use Captured Weapons They’ve Killed Fritz! Magic Dominates Giant Pink Rat East Elfland

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Type L P K X X

Power 17 10 5 6 -

Notes Play an extra Magic Card Elves & Faeries +1 Play an extra Magic Card Enemy armies are –1 Discard to search discard for a Leader card and

X X E T A M M M M S E L A A A A K

10 2 3 3 10 10 2 5 10 1 10 6 5 5 6 -

A A A A A A A R R L L X X X X E X X E

1 2 3 6 5 4 7 13 7 12 10 2 2 2 8 -

Play an extra Magic Card Play an extra Magic Card Elves; Play an extra Magic Card Elves Elves Elves Elves Discard to draw 2 cards Discard to draw 2 cards

E E M X P

1 8 5 5

Take control of opposing Technology card Discard opposing Mutant Army Elves & Faeries +2

Discard opposing Leader Play an Elves & Mutants Discard Mutants

extra Magic Card Faeries +2 armies get –2 opposing Mutant Army armies get –1

Look at top 7 cards of opponent’s deck Discard opposing Leader Elves Elves Elves Elves Discard to look at next 10 cards in your deck &

Play an extra Magic Card Take control of opposing Army Discard opposing Army Look at top 5 cards of opponents deck Discard opposing Technology Card Look at top 4 cards of opponents deck & discard 2 Discard to search discard for a Leader card and

Elves +2

WOLF PACK INTRODUCTION Card game. Deck of 90 cards. Simulation of U-boat attacks vs allied shipping during WWII. One player is the wolf pack, the other is the allied convoy.

CARD SET Click Here for card set.

DECK CARD LIST # Card Name 12 Sonar 10 Depth Charges 8 U-boat 8 Torpedo 10 Periscope 12 Transport 6 Dive 4 Destroyer Sweep 2 Watery Grave 2 North Sea Storm 2 Flotsam & Jetsam 2 Oil Slick 2 Near Miss 10 Cat and Mouse # = Number of this card in the

Type Detection Attack Target Attack Detection Target Evasion Evasion Water Water Water Water Water Discard deck

SET-UP There is one deck and one discard pile. Each player draws 5 cards. If the deck runs out before one side has achieved victory then shuffle the discards and continue play.

TURN SEQUENCE U-boat Convoy U-boat Convoy

Draw Phase Draw Phase Action Phase Action Phase

DRAW PHASES The indicated player draws 2 cards. The player discards down to 5 cards.

U-BOAT ACTION PHASE The player may play one card. A Dive card played will cause all cards in play to be discarded. The Dive card is immediately discarded.

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To destroy a Transport, the U-boat player must play 3 cards in a row: Periscope- Torpedo- Transport Only one card may be played per turn. A played card is placed face up and remains in play. When all three cards are played in the correct order one Transport is destroyed. All three cards are then discarded. The Wolf pack wins if they destroy 6 Transports. Water- type cards have no use, they just fill the players hand. A Cat and Mouse card can be discarded to cause opponent to discard a random card from his hand.

CONVOY ACTION PHASE The player may play one card. A Destroyer Sweep card played will cause all cards in play to be discarded. The Sweep card is immediately discarded. To destroy a U-boat, the Convoy player must play 3 cards in a row: Sonar- Depth Charges- U-boat Only one card may be played per turn. A played card is placed face up and remains in play. When all three cards are played in the correct order one U-boat is destroyed. All three cards are then discarded. The Wolf pack wins if they destroy 4 U-boats. Water- type cards have no use. A Cat and Mouse card or a Near Miss card can be discarded to cause opponent to discard a random card from his hand.

GAME DESIGNERS NOTES Originally I wanted each player to have one target card in their hand. Attack cards would allow you to draw one random card from your opponents hand. If you picked the target card, then you sank an enemy vessel. The target card would then be returned to the players hand. I figured the target cards would get worn so quickly, they would stand out. Otherwise it would be a great bluffing game. The final version is good because of the agonizing wait for the right card.

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WORD POKER Create a deck of cards. Each card has 1 letter on its face

DECK COMPOSITIO CARD A B C D E F G H I J K L M N O P Q R S T U V W X/Z Y WILD

COPIES

WORD POKER Play proceedes like 7 card drawPlayers are each dealt 7 cardsThey may keep what they like and discard the rest in exchange for one set of replacementsPlayers try to form words with the cards in their handsProper names are not allowed. Spelling countsThe player with the longest word(s) wins the potTied hands split the pot WORD RANKS POINT VALUE 3 Letter word 9 Two 3 Letter words -4 Letter word 16 4 Letter word & 3 Letter word -5 Letter word 25 6 Letter word 36 7 Letter word 49

WORD RUMM Play proceedes like Gin RummyPlayers are each dealt 7 cardsOn their turn a player may draw the top card from the deck or the face up discardPlayers place words they create face down on their side of the table. These cards are out of playIf a player has more than seven cards in his hand he must discard at the end of his turnIf a player empties his hand the round is overPlayers get points for the words they made minus the number of cards in their hands

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WRINKLES IN TIME

INTRODUCTION Two player card game based on the Time Quartet series of books by Madeleine L’Engle. One player is the side of Good. The other player is the side of Evil.

DISCLAIMER “A Wrinkle in Time” and the other Time Quartet Books are licensed, copyrighted properties. This is merely a fan site.

VICTORY The First player to be in control of all 6 Balance Tokens is the winner.

THE DECKS Each player gets a unique deck. There is a Good Deck & an Evil Deck. Each deck has its own discard.

SETUP Each player begins in possession of 3 Balance Tokens.

TURN SEQUENCE Each turn has 10 phases: Destiny Phase I Fate Phase I Challenge Phase I Destiny Phase II

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Fate Phase II Challenge Phase II Destiny Phase III Fate Phase III Challenge Phase III Test Phase

DESTINY PHASES Each player draws 7 cards from his deck. If a Deck runs out, shuffle the discard and draw from it.

FATE PHASES Players may put cards into play. A card in play is placed face up on the table in front of the player who played it. The Evil player may have the following in play: 4 Characters 1 Location 1 Attack 1 Plot 1 Lies 1 Void 1 Weakness 1 Control The Good player may have the following in play: 4 Characters 1 Location 1 Gift 1 Travel 1 Song 1 Feelings 1 Healing 1 Quote 1 Communication These are the basic limits. Some cards will allow you to play an additional card of a specific type.

CHALLENGE PHASES Maximum hand size is 7 cards. Discard excess cards.

TEST PHASE Each player adds up the total force of all the cards he has in play. The player with the highest score wins the turn and takes a Balance token from his opponent. The Good player wins ties.

SPECIAL CARDS Special cards may be played in any phase unless otherwise specified. Special cards are discarded as soon as they are played.

GLOSSARY *Spirits = Immortal (Non-human) beings in the form of energy, not matter. If it suits their purposes they can Materialize into one or more forms.

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Most are highly intelligent. Spirit beings have their full powers only in the vacuum of Space. On planets their powers are much diminished. Many have existed for Billions of years. *Namers = Good beings. Beings that are aware of the uniqueness, importance, and interconnectedness of all beings in the universe. This awareness is called Love (not the limited Romantic definition of Love) *Angels = Good Immortal Spirit Beings. *Echthroi = Destroyers, Un-namers, eXtinguishers, Evil spirits, Fallen Angels, Demons, Devils, Wyrms, Dragons, Monsters. They cause War and hate. They accomplish their evil by making beings forget their true names, and so become evil. *Kythe = To go Within. An advanced form of Telepathy, where feelings, memories, sensory Experiences, and understanding, can be shared. Only a few Humans have the potential to do it well. *Farae = Tiny Beings of the smallest scale that live within the Mitochondria of Earth Organisms. The Adult Form is tree-like. Juveniles (Farandolae) are shrimplike & mobile until they take root & deepen. They sing The Cosmic song in harmony with the Stars. *Star Spirit = Spirit being that is the remains of a star that sacrificed itself by going Nova to Destroy all the Echthroi in its System. Their natural materialized form is that of large noble centaurs with Rainbow Wings and celestial voices. *Uriel = Good Planet. Like the Garden of Eden. With Tall Mountains. A refuge for the Star Spirits in their Centaur Form. *Tesser = Moving in the Fifth Dimension by way of a mentally constructed Tesseract Gateway. Instantaneous travel through time and space. Most Spirits can do this to some degree. It is also described as creating a Wrinkle in time and/or space or as a Quantum Leap. *Projection = Nightmarish Evil Alternate Dimensions wished for by the Echthroi. *Dark Planet = Planet totally controlled by Evil. *Shadow Planet = Planet being fought over by Good & Evil. *Cherubim = Servant Good Spirits with the material form of a Spherical Mass of Wings, Eyes, and Flames. *Unicorn = Wild Good Spirits with material forms of Winged Unicorns. They travel Time more easily than space by riding upon the Winds. They drink moonbeams, can only be touched by Virgins & have special Healing powers. *Biblical Earth = Pre-Flood. Inhabited by Men, Seraphim, Nephilim, Unicorns, and Mythical creatures such as Griffins and Manticores. *El = Biblical God. The Presence. *Seraphim = Good Spirits that live on Stars. Some were sent to live among men on Earth. Servants of El. They take the host form of noble animals or angelic golden winged giants. *Nephilim = Albino Evil, Lustful, Self-Serving Fallen Angels. Masters of Illusion. Seraphim turned bad. They take the host form of creepy animals or albino winged giants. *The Black Thing = A spreading Evil Presence at the Galactic Scale. *IT = Disembodied Brain able to control Minds. Found on the Dark Planet Camazotz *Charles Wallace = Young Murry Boy capable of Going Within. Genius Intelligence. *Meg Murry = Margaret. Affectionately called Megatron, Megaparsec, Megling, etc. *Calvin O’Keefe = Megs Boyfriend; Gifted communicator *Mrs O’Keefe = Calvin’s Mother who has suffered much *Mr Murray = Physicist & Presidential Confidant *Mrs Murry = Microphysicist and Homemaker *Ms Whatsit = Young Star Spirit; best at Talking & Materializing *Ms Who = Quirky Star Spirit; speaks in Quotes *Ms Which = Eldest & wisest Star Spirit *The Twins = Sandy & Dennys Murry. The most athletic & practical of the Murry Kids. *The Happy Medium = Can see across time & space.

CARD LIST NOTATION X = Specials L = Locations

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M = Mortal Character MH = Mortal Historical MB = Mortal Biblical I = Immortal Character F = Feelings A = Attacks (Evil Deck only) p = Plots (Evil Deck only) Z = Lies (Evil Deck only) V = Void (Evil Deck only) N = Control (Evil Deck only) W = Weakness (Evil Deck only) G = Gifts (Good Deck only) T = Travel (Good Deck only) S = Song (Good Deck only) H = Healing (Good Deck only) Q = Quotes (Good Deck only) C = Communication (Good Deck only) YMPA = You may play an additional…

GOOD DECK CARD LIST Card Name: 20th Century Earth Yadah Uriel Biblical Times Metron Ariston The Star Watching Rock Hatching Grounds Ixchel Charles Wallace Meg Murry Calvin O’Keefe Mrs O’Keefe Mr Murray Mrs Murry The Twins Fortinbras Dr Colubra/Louise the Larger Mr Jenkins Mrs Whatsit Mrs Who Mrs Which Angelic Host Happy Medium Proginoskes Guadior Blajeny Aunt Beast Force +3 Alarid the Seraph played Noah Noah’s Family Grandfather Lamech Yalith Sporos Senex Harcels Madoc Brandon Llawcae Matthew Maddox Chuck O’Keefe Supernova Birth

Type L L L L L L L L M M M M M M M M M M I I I I I I I I M

Force 2 2 1 2 2 1 1 1 4 2 2 1 2 2 2 1 1 1 1 1 1 1 1 2 3 1 1

Notes: YMPA Mortal card (Mitochondria) YMPA Song card Song Cards get Force +3 Biblical cards get Force +3 Travel Cards get Force +3 (Murry) Historical Cards get Force +3 YMPA Immortal card Healing Cards get Force +3 (Murry) YMPA Communication card Feeling cards get Force +3 (Murry) Communication cards get Force +3 YMPA Quote card YMPA Murry card Other Murry cards get Force +3 (Murry) Lesson cards get Force +3 (Murry) YMPA Murry card Healing Cards get Force +3 (School Principal) YMPA Murry card Mortal cards get Force +3 Quote Cards get Force +3 YMPA Gift card Song cards get Force +3 Draw an extra card in Destiny Phase I (Cherubim) Gift Cards get Force +3 (Unicorn) YMPA Travel card (Teacher) Character cards get Force +2 (Native of Ixchel) Healing Cards get

IB

3

Discard to Negate a Special card just

MB MB MB MB M M MH MH MH MH MH X X

2 1 1 1 2 1 1 3 2 2 1 -

Mortals get Force +3 Healing Cards get Force +3 (Noah’s Father) Discard to Draw 2 Cards (Noah’s Daughter - Child) (Farandolae) (Farae) Song cards get Force +3 (Boy Child – People of the Wind) (Welsh Prince) (Has the Second Sight) (Writer – Dream Visions) (Can Smell Good & Evil) Opponent must discard 3 cards from hand Draw 3 cards

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Part of Creation The Pattern order Prophesy order Heavenly Powers Answer to Prayer Vision of Hope order Call to Study Balance of the Universe in Challenge phase Compulsion into play Sacrifice cards X-Self cards Quest Pass 3 Tests Peace card Perilous Journey card Wrath of God card Holy Fire card Know that which is Eternal card Ms Who’s Glasses Learn to Adapt Guidance Childhood Resilience Teacher Talents The Word of El Might Have Been Faults Dependence Wisdom Love Hope Faith Gentleness Courage Focus Grace Compassion Resolute Joy Calm Comfort Special Care Art of Healing Moonsicle Purification Rejuvenation Salvation Ointments & Salves Miracle Ancient Harmonies Star Song Cosmic Rhythm Music of the Spheres Heavenly Dance

2290

X X

-

(The Great Plan) Draw 3 cards Put the next 14 cards in your deck in any

X

-

Put the next 14 cards in your deck in any

X X X

-

Negate a Special card just played Negate a Special card just played Put the next 14 cards in your deck in any

X

X

Put an extra Character into play Both Players discard their hands

X

-

Search the Deck for a Mortal and put it

X

-

Discard own Mortal in play to draw 5

X

-

Discard own Immortal in play to draw 5

X X X

-

Draw 2 cards. Opponent discards 1 card Draw 1 card. Opponent discards 2 cards Discard one Plot card in play. Draw 1

X

-

Discard one Attack card in play. Draw 1

X

-

Discard one Character in play. Draw 1

X

-

Discard one Void card in play. Draw 1

X

-

Discard one Lies card in play. Draw 1

G G G G G G G G G G G F F F F F F F F F F F H H H H H H H H H S S S S S

3 3 5 3 3 3 4 4 4 3 3 5 3 4 3 3 3 3 4 3 4 3 3 3 5 4 3 4 3 3 3 5 3 4 4 4

Mortal gets Force +3 (Enlightenment) YMPA Quote card Child Character gets Force +3 Immortal Character gets Force +3 Biblical Character gets Force +3 Historical Character gets Force +3 YMPA Feelings card (Indispensable) (Maturity: Coming of Age) (Uniqueness) (Fortitude) (Belief) (Tenderness) (Bravery – Whistling in the Dark) (Concentration) (Understanding & Acceptance) YMPA Communication card (Endurance) (Happiness) (Quiet Mind) Discard one Weakness card in play. (Healing Starlight) (Time to recuperate) YMPA Mortal card Discard one Attack card in play. (Words of the Glory) (Rejoicing)

Celestial Melody Song of the Universe Singing of the Stars Listen to the Stars Tesseract Tesser The Fifth Dimension Time Travel Go Out with a Unicorn Quantum Leap A Wrinkle in Time Experiment Go Within Kythe Verbalization Communion Telepathy The Old Tongue Under Hearing Intuition Connected Like and Equal… What is Real? Many Waters… For the want of a Nail… Nature Abhors a Vacuum Fight the Good Fight You do not Know Everything God hath Chosen… Mighty) Saint Patrick’s Rune

S S S S T T T T T T T T C C C C C C C C C Q Q Q Q Q Q Q

3 3 3 3 5 3 3 4 4 3 4 3 5 4 3 4 3 4 3 3 3 4 3 3 Q 3 3 4 3

Immortals get Force +3 (Fill the Void) (Glory Glory Glory) Mortals get Force +3 (Hyper Cube) YMPA Location card YMPA Location card

All Characters get Force +1 (…are not the same) Discard a Lies card in play (…cannot quench Love) 4 (…the Kingdom was Lost) Discard a Void card in play All Characters get Force +1 YMPA Gift card (… the Weak things to confound the

Q

5

(In this Fateful Hour…)

Force 1 1 2 2 3 1 1 1 1 4 3 3 2 2 I 1 1 2 2 2 2 1 1 2 2 4 4 3 3 5

Notes: YMPA Control card YMPA Plot card YMPA Void card YMPA Weakness card (Fire & Brimstone) YMPA Immortal card

YMPA Immortal card YMPA Location card (Deep form of Kything) YMPA Quote card (Celestial Language)

EVIL DECK CARD LIST Card Name Camazotz Vespugia Abyss Central Intelligence Hell Dark Planet Tower of Babel Radioactive Wasteland Windowless Buildings The Black Thing IT Echthroi Dragons & Wyrms Demons & Devils Echthroid Shapeshifters Echthroid Monsters Echthroid Impostors Mad Dog Branzillo Ancient Enemy Army of Destroyers Ugiel the Nephilim The Man with Red Eyes Tiglah the Seductress Gwydyr Mr Mortmain Shadow World Total War Police State Civil War Nuclear War

Type L L L L L L L L L I M I I I I I M I I I M MB MH MH P P P P P

Discard a Communication card in play (Nuclear Aftermath Projection) (Polluted, Dystopian Projection) Void cards get Force +3 (Brain) Control cards get Force +3 Lies get Force +3 (Evil Spirits) 1

Lies get Force +3

Weakness cards get Force +3 Plot cards get Force +3 Draw an extra card when played YMPA Control card Evil Power Hungry Brother (Evil Pastor) Lies get Force +3 (Conquest) (Oppression)

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Blight Disaster Inquisition Mass Destruction Farandolae Sickness Capture Kidnap Murder Cripple Domestic Abuse Witch Hunt Violence Cause Fall Un-Naming card. Annihilation card. Nightmare Entropy Unreason Negation Chaos Chain Reaction Paradox card. Destruction card. Circle of Extinction card. Extinguish card Nothingness Challenge phase Total X Challenge phase Mirror Images War in Heaven Rejoicing in Hell Falter Indecision Block the Way Fear Hate Pride Cruelty Terror Blame Greed Lust Anger Pain Insanity Propaganda Deception Trickery Corruption Seduction Silver Tongue Easy Way Out Twisted Logic Temptation Possession Mind Control Brainwashing Hypnotism Threats

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P P P P A A A A A A A A A X

3 3 3 3 5 3 3 4 3 3 4 3 3 -

X

-

Discard a Character card in play. Draw a

X X X X X X X

-

Discard a Gift card in play. Draw a card. Draw 2 cards. Opponent discards 1 card Draw 1 card. Opponent discards 2 cards Opponent must discard 3 cards from hand Draw 3 cards Draw 3 cards Discard a Travel card in play. Draw a

X

-

Discard a Location card in play. Draw a

X

-

Discard a Mortal card in play. Draw a

X

-

Discard an Immortal card in play. Draw a

X

-

Both Players discard their hands in

X

-

Both Players discard their hands in

X X X X X X W W W W W W W W W W W Z Z Z Z Z Z Z Z Z N N N N N

4 4 4 3 3 3 3 3 3 3 5 3 4 4 3 3 5 4 3 3 4 5 4 4 3

Immortal cards get Force YMPA Immortal card YMPA Weakness card Opponent may only play 1 Opponent may only play 1 Opponent may only play 1

(Persecution) (Disease) (Imprison) (Kill) (Accident) YMPA Lies card Discard a Character card in play. Draw a

(Arrogance) (Brutality/Sadism) (Panic) (Accusations) (Pleasure Seeking) (Fury) (Agony & Suffering) (Madness) YMPA Control card

YMPA Weakness card

(Coercion)

+3 this turn card this phase card this phase card this phase

Betrayal Torture Insidious Illusions Powers of Darkness Darkness Coldness Cosmic Scream Rip in the Galaxy Disharmony Dissonance Stench of Evil Silence Ugly Laughter

N N N N V V V V V V V V V V

3 3 3 3 5 4 4 3 3 3 3 3 3 3

YMPA Lies card

(Chill) Discard a Communication card in play Opponent must discard 1 card Discard a Song card in play Song cards get Force –2 Mortal cards get Force –2 Discard a Song card in play Immortal cards get Force +3

DESIGNERS NOTES I highly recommend reading the books.

LINKS Quest AWIT Spark Notes Time Trilogy Teachers at Random Character Chart

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WUXIA INTRODUCTION Card Game for 2+ Players. Chinese Sword & Sorcery. Each Player is a Secret Society recruiting Swordfighters with Mystical Powers.

VICTORY Control at least 4 Fighters & Kill all your Opponents Fighters.

THE DECKS Players share 2 common decks: The Recruit Deck & the Action Deck The Recruit Deck has 4 Card types: Fighters, Weapons, Events, Enhancements The Action Deck has 6 Card Types: Locales, Specials, Attack, Move, Defend, Minions Each player keeps a recruit hand & an Action hand.

FIGHTERS Each Most Each Each

Fighter has a Skill Rating. Fighters will have some type of Special Ability. Fighter can use one Weapon card attached. Fighter can have up to 5 Enhancements attached.

SETUP Shuffle the Decks. Each player draws 7 cards for his recruit hand & action hand. Flip a coin to determine who goes first.

TURN SEQUENCE Players take turns. Each turn has 6 Phases. Destiny Phase Recruit Phase Fate Phase Duel Phase Encounter Phase End Phase

DESTINY PHASE Draw 2 cards from the Recruit Deck. If the deck runs out, shuffle the discard & Draw from it.

RECRUIT PHASE 2294

You may put one Fighter card into play. You may put one Weapon card into play attached to a Fighter. You may put one Enhancement card into play attached to a Fighter.

FATE PHASE All players fill their Action hands to 7 cards.

DUEL PHASE (You may skip this Phase) Select one of your Fighters (Attacker) and one Target Opponents Fighter (Defender). Both will Fight against each other in a Duel. Calculate the total Skill Level for each Fighter. The Higher Level Fighter kills the Lower Level Fighter. (In a Tie, neither are killed & the Phase Ends) Weapon & Enhancement cards increase a Fighters Skill Both Players may play Action cards to further increase their Fighters skill. A Fighter can only use one Attack, one Move, one Defend, and one Minion card. At the End of the Phase discard the killed Fighter & all Attached cards, also Discard all played Action cards (& Locale cards). Some action cards allow for multiple combatants (= Fray) In a Fray the losing side has one Combatant killed.

ENCOUNTER PHASE You may play a Locale card to play another Fate & Duel Phase.

END PHASE All Players may discard any unwanted cards from their hands. Maximum hand size is 7 cards for both Recruit & Action Hands. Discard excess cards.

CARD LIST NOTATION F = Fighters W = Weapons L = Locales E = Enhancements S = Style Enhancement V = Event A = Attack Actions M = Move Actions D = Defend Actions X = Special ST = Sword Technique N = Minions

RECRUIT DECK CARD LIST Card Name: Sword Master Sword Saint Wanderer Sword for Hire Phase Bandit Knight Errant

Type F F F F

Skill 9 9 6 5

Notes: Attached Sword Card gets +2 Opponent in Duel cannot use Defense card Gets +2 when a Locale is in play Discard a Recruit card to get Extra Fate & Duel

F F

4 5

When recruited Steals Weapon from Fighter Discard an Action Card to get +1

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Pirate Militia Leader Secret Society Member Warlord Witchy Woman Prince Commoner Shaolin Monk Police Chief Imperial Agent once/turn Bounty Hunter Young Prodigy control Barbarian Fighting Monk Champion Gentleman Roving Knight Enforcer Vagabound Woman Warrior General Old Man Wise Man Disciple Bodyguard Hermit Rebel recruited Village Protector Sect Leader Scholar Assassin Avenger Legendary Archer Sorcerer Cult Leader Adventurer Warrior Soldier of Fortune Duelist of Duel Vigilante Outlaw recruited One-Armed Swordsman Magician Patriot Triad Leader Supreme Swordsman Mysterious Killer Too Much Blood Tired of Killing Betrayal Strange Allies Change of Heart Lightning Reflexes Palm Power Cunning Mystic Aura Secret Powers Great Conviction Unfailing Loyalty Great Courage Righteousness

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F F F F F F F F F F

6 4 5 3 4 8 3 6 3 7

Recruit Hand size of opponents -1 Play an extra Fighter when Recruited Recruit Hand Size +1 May use an extra Minion card in Duel Spell Cards used with get +3 Draw 2 Recruit cards when Played Attached Enhancements get +2 each Style Enhancement gets +2 Gets +1 per Fighter you control Discard a Recruit card to draw a Recruit card

F F

7 3

Get 1 Extra Fate & Duel Phase per turn May take Enhancements from other fighters you

F F F F F F F F F F F F F F F

6 6 7 7 6 3 3 6 6 5 6 4 6 3 6

Fury cards used with get +2 Attached Non-Sword Weapon gets +3 Gets +5 if he is your only Fighter Draw 3 Recruit cards when Played Discard Action card to look at opponents hand Gets +1 per Fighter opponents control Discard Vagabound to draw 3 Action cards Grace cards used with get +2 Minion cards used with get +2 Put back in hand to give Fighter +2 Play one extra Enhancement per turn May attach an extra Enhancement Can use 2 Defend cards in a Duel Put back in hand to give Fighter +2 Opponent must discard a Fighter when Rebel

F F F F F F F F F F F F

4 5 3 9 8 4 4 5 6 7 6 7

Gets +5 when Defender Play an extra Fighter when Recruited Recruit Hand Size +1 Gets +2 when Attacker Gets +4 vs Fighter that has won a Duel this game Missile cards used with get +3 May use an extra Spell card in Duel Gets +1 per Fighter you control Steals Enhancement from Fighter when recruited May attach 2 Weapons Get 1 Extra Fate & Duel Phase per turn Opponent discards 1 random Action card at start

F F

5 4

Can use Weapon cards as Attack cards Steal 1 random Recruit card from opponent when

F F F F F F V V V V V E E E E E E E E E

8 3 6 6 8 9 +2 +2 +2 +2 +1 +2 +1 +1 +2

Sword Technique cards used with get +4 Action Cards used with get +2 All your other Fighters get +1 Action Hand Size +1 Attached Sword gets +4 Can use 2 Attack cards in a Duel Discard target Fighter Discard target Fighter Take control of Target Fighter Take control of Target Fighter Take control of Target Fighter Attack cards get +2 Spell cards get +2 Discard action card to look at opponents hand Spell cards get +2 In Duel this Fighter draws an extra action card Fury cards get +2 Other Fighters you control get +1 Discard a card to get +1 Fury cards get +2

Calligraphy Master Superior Poise Unnatural Grace Superhuman Quickness Heroic Compassion Skill in Arms Supernatural Powers Infallible Balance Supreme Skill Lifting Breath Iron Skin Secret Training Manual Wushu Master Kung Fu Master Eagle Claw Style Praying Mantis Style Dragon Style Drunken Style Heron Style Crane Style Leopard Style Lion Roar Style Monkey Style Eight Trigram Style Snake Style White Tiger Style Flying Guillotine Butterfly Knives Heavy Broad Sword San War Fan Double Hook Sword Wind Fire Wheel Fighting Hoop Long Spear Short Spear Monk Spade Glaive Jiang Short Sword Dau Saber Jen Long Sword Short Staff Fighting Sticks Fighting Chain Steel Chain Whip Three Section Staff Short Dagger Three Pronged Halberd Kwan-do Sword Staff Chi Hook Spear Tuan Hand Axe Long Rod Hook Sword Iron Bar Trident Tiger Fork Ball Hammer Long Handled Claw Double Edged Sword Lian Sickle Mattock Sleeve Sword Tao Sword Yue Crescent Rake Ritual Sword Barbed Pole

E E E E E E E E E E E E E E S S S S S S S S S S S S W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W

+2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +3 +2 +3 +2 +3 +3 +2 +2 +2 +2 +3 +2 +2 +3 +2 +2 +3 +2 +2 +2 +3 +3 +3 +2 +2 +3 +2 +2 +2 +2 +2 +3 +2 +2 +3 +3 +2 +2 +3 +3

Action cards get +1 Move cards get +2 Grace cards get +2 Defend cards get +2 Recruit Hand Size +1 Weapon card gets +2 Spell cards get +2 Grace cards get +2 Can attach a second Weapon Move cards get +2 Defend cards get +2 Sword Techniques get +2 Fighter may attach an extra enhancement Style card gets +2 Attack Cards get +2 Attack Cards get +2 Fury Cards get +3 Can play 1 extra Defend card Defend Cards get +2 Defend Cards get +2 Can play 1 extra Move card Attack Cards get +2 Move Cards get +2 Grace Cards get +3 Move Cards get +2 Can play 1 extra Attack card

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Shuo Tapered Rod Tieh Tzu Iron Ruler Snake Spear Monkey Staff Fighting Shield

W W W W W

+2 +2 +3 +2 +1

Does not count vs Weapon Limit

ACTION DECK CARD LIST Card Name: Tea House Temple Shrine Graveyard Crossroads Open Road Docks Bridge Palace Marketplace Scaffolding Bamboo Grove Peaceful Garden Rooftops Crowded Tavern Courtyard Desert River Boat Fortress City Streets Ravine Contest cards Disguise Secret Identity Infiltration Seek Revenge Accept Challenge Desire for Glory Disarm Break Weapon Seek Aid Read Omens Spare his Life Show Mercy Chinese Medicine Barely Alive Fake Death Two on Two Two on One Three on One Three on Two Boomerang Blade Thousand Cuts Flaming Sword Blade Flurry Flashing Steel Swift Sword Thunder Sword Whirlwind Strike Lightning Attack Spinning Blade Block Master Stroke Ultimate Sacrifice Flying Flip Flying Leap

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Type L L L L L L L L L L L L L L L L L L L L L X

Skill -

Notes: Skip Fate Phase Fighters cannot use Attack cards Fighters cannot use Spell cards Fighters can use 2 Attack cards Defending player picks defender Move cards are -2 Winner of fight draws 3 cards Fighters can only play 1 Action card Figters can use 2 Defend cards Move Cards get +2 Grace Cards get +2 Defend cards are +2 Fighters cannot use Weapons Figters can use 2 Move cards Fighters cannot use Move cards Attack cards are +2 Move cards are -2 Fighters cannot use Defend cards Weapons can be used as Attack cards Both players draw an extra Action card Both players discard an Action card Loser of Duel not killed; winner draws 3 Recruit

X X X X X X X X X X X X

X +5 +7 +5 +2X +5 +7 +5 +6 +5 +5 +7 +9 +4 +4

When defending, you pick the Defender Discard Fighter you own & Play a Fighter Steal 1 random recruit card from opponent Target Fighter must Attack Target Fighter must Attack Target Fighter must Attack Discard target Weapon Discard target Weapon Play extra Fighter this Turn Look at next 10 cards in recruit deck Negate Duel Negate Duel Put Fighter in discard into your hand Put Fighter in discard into your hand Put Fighter in Discard into your hand Each player picks 2 Fighters for Duel Pick an extra Fighter to join Duel Pick 2 extra Fighters to join Duel You pick 3 Fighters. Opponent Picks 2 for Duel ST ST ST ST: X = Action cards you discard ST ST ST ST ST ST ST Discard this Hero at end of Phase Grace Grace

X X X X X X A A A A A A A A A D A A M M

Balance on Sword Endless Jump Hyper Acrobatics Flying Sleeves Move Without a Trace Shadow Stealth Stunning Moves Trickery Parry Missiles Ying Defense Shadow Kick Walk on Water Weightless Leap Somersaults Back Flips Soaring Leap Disappear Blinding Leaves Wall of Wind Instant Strike Invincible Defense Invulnerable Defense Death Strike Storm Attack Nerve Strike Flying Attack Fists of Fury Great Leap Flying Masonry Chi Strike Yang Attack Open Palm Power Surge Spirit Fist Burst of Speed Blood Magic Force Field Poison Attack Elemental Bolt Energy Bolt Mystical Wards Slow Time Sleeping Powder Force Bolt Telekinetics Invisibility Paralyze Protection Charm Invisible Chains Mystic Bolt Hurl Fire Balls Throwing Darts Bow & Arrows Crossbow Thousand Knives Flying Claw Caltrops Throwing Knives Blowgun Rope Dart Throwing Needles Warriors Guards Soldiers Mercenaries Thugs

D M M A M M A M D D A D M D D M D D D A D D A A A M A M A A A D M A M A D A A A D A A A A D A D D A A A A A A A A A A A A N N N N N

+3 +4 +4 +5 +4 +5 +3 +5 +2 +4 +5 +6 +4 +5 +4 +4 +6 +5 +6 +6 +7 +7 +6 +6 +5 +5 +4 +5 +4 +6 +4 +3 +5 +6 +3 +2X +6 +7 +5 +5 +3 +7 +6 +4 +6 +6 +7 +5 +5 +4 +5 +3 +4 +4 +2X +3 +3 +3 +3 +3 +3 +3 +3 +3 +2X +3

Grace: Negate Sword Technique Attack Grace Grace Grace Grace Grace Grace: Opponent Discard 1 Random Action card Grace Grace: Negate Missile Attack Grace Grace Grace Grace Grace Grace Grace Grace Grace Grace Fury Fury Fury Fury Fury Fury Fury Fury: Additional +4 if Fighter has no Weapon Fury Fury Fury Fury Fury: Negate Fury Attack Fury Fury Fury: Negate Grace Card Spell: X = Action cards you discard Spell Spell Spell Spell Spell: Negate spell Spell Spell Spell Spell Spell Spell Spell Spell Spell Spell Missile Missile Missile Missile: X = Action cards you discard Missile Missile Missile Missile Missile Missile

X = Action cards you discard

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Honor Guard Monks Cultists Sect Members Hopping Zombies Clan Members Bandits Pirates Assassins

N N N N N N N N N

+3 +3 +3 +3 +3 +3 +3 +3 +3

SECRET SOCIETIES Each player picks one at the start of the game: Secret Society: Special Ability: Righteous Fists They may Recruit 1 Extra Fighter on their Recruit Phase Society of Red Spears Fighters with Weapons get +2 Skill White Lotus Society Hand Size +1 Yellow Turbans They may take an extra Fate & Duel Phase on their Turn

LINKS Definition HKMA Wuxia Pien China

2300

WWII COMBINED ARMS INTRODUCTION Board game for 2 players. World War II theme. No dice or cards. Each unit represents a brigade or battalion.

VICTORY Destroy the enemies Head Quarters (HQ).

THE MAP Use an 8x8 chessboard.

UNITS Use chits or miniatures to represent units. There are 13 distinct unit types.

UNIT ATTRIBUTES Each unit has 3 Attributes or Traits: *Move: the number of spaces the unit can move per turn. *Range: the maximum number of spaces distant the unit can apply damage. *Defense: the amount of damage the unit can take at one time before having to retreat. Some units have additional special abilities. There are 5 Classes of units: Infantry (I), Armor (T), Artillery (L), Air (A), and Bases (B).

UNIT MASTER LIST Unit Name General Infantry Paratroopers Engineers Mechanized Infantry Light Tanks Medium Tanks Heavy Tanks Howitzers Anti-Tank Guns Anti-Aircraft Guns Air Field Fortification Headquarters

Type I I I I T T T L L L A B B

Move 1 1 1 2 3 2 1 1 1 1 2 0 0

Range 1 1 1 1 2 2 2 3 2 2 4 3 1

Defense 5 4 4 4 3 4 5 3 3 3 2 6 6

UNIT SPECIAL ABILITIES AA Guns: The AA gun and all adjacent units are immune to attacks by Airfields. Engineers: Do 2 Damage (not 1) to Fortifications & HQ. AT Guns: Do 2 Damage (not 1) to Tanks. Paratroopers: Have a Move = 4 if they start the turn next to a friendly Airfield.

2301

ARMY CREATION Each player designs an army before play starts. An army is composed of 16 units. One unit is a Headquarters. An Army has only 1 HQ. Up to 5 units can be Tanks. The Army must have at least 7 types of units (not including the HQ) There can be no more than 4 units of a single type.

SETUP Each player places one unit on each square of his back three rows. Units may not stack. Players take turns placing their units. Determine who goes first in a non-random manner.

TURN SEQUENCE Players take turns. Each turn has 2 phases: Move Phase Attack Phase

MOVE PHASE You can move some, none, or all of your units in move phase. Units can move orthogonally or diagonally. Units can move up to a number of spaces equal to their Move Trait. Airfields can only move to a space adjacent to a friendly unit, and Not adjacent to an enemy unit.

FIRE PHASE Each of your units can attack one target enemy unit in Fire Phase. Different units may attack different targets. Each unit has a Range Trait (number of spaces out it can attack into) A unit can only attack a target that is within its range. Units with ranges 2+ can attack over other units. An attack does 1 point of damage. As soon as a unit takes damage in a turn equal to its Defense Trait, it must retreat. (Combined Arms: you must concentrate force & combine attacks) A retreating unit must move laterally or back towards its side of the board 1 space. A retreating unit unable to move is destroyed and is removed from the board. Units that retreat off the board are destroyed. A unit cannot move laterally if it will come in contact with an enemy unit. Bases cannot move, so they are destroyed if they must retreat. Airfields cannot move & attack in the same turn.

DOUBLE WHAMMY RULE If you can force a unit to retreat a second time in the same phase, it is automatically destroyed.

OPTIONAL RULES CITY SPACES 2302

Randomly place 4 cities in the 2 rows between the players (Dead man’s Land) If you occupy all the cities you automatically win.

DIFFICULT TERRAIN Cities, Mountains, Bocage Country, etc. Units occupying these spaces have a Defense bonus of +1. Tanks & Mechanized Infantry entering these spaces must stop.

ELITE UNITS Each player may make 2 of his units Elite. Elite units get +1 to Defense & always do 2 Damage instead of 1.

EXPERIENCED UNITS A unit that helps destroy 5 enemy units becomes Elite.

REINFORCEMENTS Every third turn each player gets one additional non-base unit. Reinforcement Units start on a player’s back row.

CAMPAIGN Use a Larger map with bigger armies. Use all the other optional rules.

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WARP DUNGEONS This is a modifiable dungeon-crawling game for 2-4 players

Set up Each player has a deck of 60 cards. 1 player is the dungeon master and has a DM deck, while the others are heroes and have a Hero Deck, along with the appropriate hero stat card. There is also a 30 card Dungeon deck. To set up the Dungeon Deck: take the stairway and objective room cards from the deck. Place the stairway face up in the playing area, this is the entrance to the dungeon and all the heroes place their hero marker on it. If 2 heroes are playing, place a t-junction connected to the entrance. If 3 heroes are playing, place an intersection next to the entrance. Put the objective room to one side, then shuffle the remaining dungeon cards and deal 9 cards onto the objective room. Shuffle this smaller pile, then shuffle the remainder and place them directly onto the small pile with the objective room. This ensures that the objective room is not found until well into the game. The dungeon Deck is ready for play. Deck construction will be dealt with later. Decks, once the run out, are reshuffled and reused The DM must specify what faction their deck is before play, as there are cards that depend on a faction. Markers for the heroes and a number of counters will also be needed.

Play Each player draws a hand of 7 cards, and then the hero players determine who goes first and the order of play. The player whose turn it is is called the active player. Play is broken down into 4 phases in each player’s turn: Exploration, Move, Resolution and Refresh

Exploration The active player may draw 1 Dungeon card and place it next to the card they are currently on, only if there is a viable opening as listed on the card. In the event of drawing a T-junction, intersection, or a multi exit room card, the dungeon deck remaining on that particular path is dealt into the respective number of piles, dealing from the bottom of the deck (eg: after a few rooms a player encounters a t-junction. The DM then deals out the remaining Dungeon Deck into 2 piles, placing them next to either path of the junction). Any exploration along one of these paths must be drawn from the respective deck. Once this reduced deck is exhausted, then no further exploration can be carried out along that path. A player can only reveal one dungeon card in this phase. A dungeon path cannot go over another path. Dungeon cards are either Rooms or Passages.

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Move The active player may move their hero 1 dungeon card along a path, unless an ability allows them to do otherwise.

Resolution If the dungeon card a player ends their move on is a Room, then they can attempt to resolve the room. They may take 1 treasure card from their hand and place it face down in front of them. The DM has the option of playing a Monster Card to try and stop them. If no monster is played, then the active player may apply the effects of the treasure card, and place it next to their hero stat card. If a monster is played, then a battle ensues.

Battle Both the DM and the active player may place1 attack card face down in front of them. Attack cards are work as such: each one has a value of 1, 2 or 3 and one of five symbols; a sword (battle), a flame (magic), an arrow (Agility), an axe (strength) or a shield (courage). Some heroes, cards or events give bonuses to particular symbol cards in battle, i.e.: a treasure card attached to a hero may add +1 to the value of all sword cards played. The side with the highest total wins the battle and the other side suffers a wound. The symbols add another factor to battles. Each symbol is dominant over two other symbols: Battle beats Strength and Magic Magic beats Courage and Strength Agility beats Battle and Magic Strength beats Agility and Courage Courage beats Battle and Agility If one side’s attack has symbol dominance over the other, then they cause a wound on that side, even if they lost the actual battle. If the score is a draw, then the dominating symbol wins. If the score is a draw and the symbols are the same, then neither side wins, and the battle is over. If the DM’s side wins then the battle is over. If the DM’s side has wounds remaining after the player wins a round of battle, then repeat the procedure until the monster has no wounds left, or the active player calls off the attack. If the active player has no attack cards to play then they MUST call off the attack. If the active player loses, draws or calls off the attack, then their played treasure card is discarded. If they win, then they may attach the treasure card to their hero, who benefits from the card’s effects. Any monster that suffered wounds, but not killed, is restored to full wounds the next time it is fought. A token is placed on the room to show it has been resolved. Once a room is resolved, no more monsters can be played there

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Refresh The active player and the DM may draw cards up to their maximum hand allowance (7).

Winning Once the Objective room card is revealed and resolved, the game is over Players then add up their points for treasure, monsters and other sources, the highest score wins. The DM wins by killing all the heroes before the objective room is resolved.

Card Types Attack Cards These have one of the 5 symbols and a value of 1-3. In a Hero or DM deck, there must be 30 attack cards. 15 +1 cards, 3 of each symbol 10 +2 cards, 2 of each symbol and 5 +3 cards, 1 of each symbol.

Hero Cards

Heroic Action These cards allow the active player to use the ability listed on their hero stat card for their heroic ability. A Heroic action may be played at any time and its effects, unless instantaneous, last for the remainder of the turn. (eg: Heroic Ability: DeadlyCauses 1 extra wound in battle)

Secret Door Cards A player can play these cards to do one of two things: Divide the remaining dungeon cards on that path, as listed for junctions in the exploration section, or to avoid the monsters in a room; the monsters remain, the room is unresolved, but the player does not have to fight them and can move on as normal next turn.

Treasure Are played at the beginning of a battle, and are won by a successful battle. There are four types of treasure: Point bonus, attack bonus, experience advancement or healing.

Point Bonus Treasure Winning this treasure will add to your points at the end of the game. They have a value of 1-5

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Attack Bonus Treasures These treasures add to the attack score in battle. They only add to certain symbol attack cards. They have a value of +1 or +2. They do not stack, so the hero must use the highest value of attack bonus.

Experience Advancement Winning these cards increases the hero’s level by 1. All heroes start as level 1 characters. The maximum level a hero can be is 3. For each level a hero has, they may play 1 attack card in each round of the battle phase. Healing Treasure These treasures may be attached to a hero as normal. They do not add to points or battle, but may be discarded at any time to heal the listed number of wounds as stated on the card.

DM Cards

Monster Cards These represent the monsters encountered by the heroes. Each card has a listed point value, which is added to the defeating hero’s score, a faction for determining bonuses for events and special rooms, a number of wounds (from 1-3), and their battle bonuses. There are several types of monster card, with a varying number of bonuses. The different sorts of bonuses are as follows: +1 +1, +1 +2 +2, +1 +2, +2 +3 +3, +2, +1 Each bonus on a card corresponds to a different symbol (eg: a card may have +2 Strength, +1 Battle, or be +3 Magic, +2 Agility and +1 Courage) Some monster cards may have special rules

Event Cards These cards effect the bonuses in battles, or cancel other cards and similar

Trap Cards The DM may play Trap cards at any time during the active player’s move phase. The player must discard the listed value of attack cards of the corresponding symbol on the card, or play a heroic action card. (eg: a trap has a listed value of 2 Strength. The active player must discard a total value of 2 in strength cards or play a heroic action card to avoid the trap). If the active player does neither of these, then they suffer the result listed on the trap, the most common of which is to take wounds.

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The DM can only play one trap card during a player’s move phase.

Deck Construction The Hero Deck must consist of the standard 30 attack cards, with the remaining 30 cards being any combination of treasure cards, heroic action cards and secret door cards. The DM Deck also must consist of the standard 30 attack cards, as well as 3 +1 monsters, 3 +1/+1 monsters, 3 +2 monsters, 2 +2/+1 monsters, 2 +2/+2 monsters, 2 +3 monsters, and 1 +3/+2/+1 monster. The remaining 14 cards can be any combination of traps and events. The Dungeon Deck consists of the following: # 1 5 2 3 4 2 2 1 2 1 1 1 1 1 1

Name Stairway Passage Intersection T-junction Room Chamber Lair Crypt Dungeon Throne Room Temple Chasm Caves Vault Objective Room

Exits 1 1 3 2 1 2 1 1 1 2 1 3 1 1 0

Special Starting area

Faction monsters are +1 attack in this room All monsters +1 attack in this room

Faction monsters +2 attack in this room

The number of exits does not include the entrance card (eg: a passage connects to a T-junction. It does not count as one of the junctions 2 exits.).

Example Cards Here are some examples of the sort of cards that make for a balanced game. Feel free to come up with your own cards and combinations.

Treasure Cards Name Copper Pieces Silver Pieces Gold Pieces Gems and Jewels Treasure Chest Magic Blade Wand Boots of Speed Bracers of Strength Amulet of Bravery Dragonsbane Staff of Power Bow of Ages Hammer of Thor Armour of Purity

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Description +1 to final score +2 to final score +3 to final score +4 to final score +5 to final score +1 Battle Attribute +1 Magic Attribute +1 Agility Attribute +1 Strength Attribute +1 Courage Attribute +2 Battle Attribute +2 Magic Attribute +2 Agility Attribute +2 Strength Attribute +2 Courage Attribute

Ring of Accuracy Healing potion Life potion Rejuvenation Potion Experience Advancement

Causes an extra wound in battle. Does not stack with other Rings of Accuracy. Healing Item: Heals 2 wounds when used Healing Item: Heals 4 wounds when used Healing Item: Heals all wounds when used Hero gains a level of experience.

Trap Cards Trap Spear Trap Pit Poison Gas Pendulum Blade Portcullis Net

Details Take 1 wound. Cost: 2 Agility Take 1 wound, miss next turn. Cost: 2 Strength Take 1 wound, -1 attack value in next fight. Cost: 2 Magic Take 2 wounds. Cost: 3 Courage Miss next turn. Cost: 1 Strength Miss next turn. Cost: 1 Battle

Event Cards Event Ambush Outnumber Collapse Reinforcements Vicious Defences Sorcerer Driven Battle Hardened Brutes Snipers

Details +1 attack value to target monster DM can play 1 additional attack card this battle Negate a secret door card Play once a battle has been resolved. Active player must fight this battle again before they can count this room as resolved. They receive no additional treasure or points for fighting again. Play during battle. Active player suffers an extra wound Play during battle. Hero at –1 attack value this battle Change attack card’s symbol to Magic Change attack card’s symbol to Courage Change attack card’s symbol to Battle Change attack card’s symbol to Strength Change attack card’s symbol to Agility

Monster Cards Monster Orc Grunts Orc Hunters Orc Thugs Orc Shaman Goblin Sneaks Orc Berserkers Orc Warlord Giant Spiders Goblin Elites Ogre Dark Elf Warriors Dark Elf Sorcerer Imps Golem

Attributes +1S +1S/+1A +2S +2M +1B/+1A +2S/+2C +3S/+2C/+1B +2B/+1M +2C/+1B +3S +1A/+1M

Wounds 1 1 1 1 1 2 3 2 1 2 1

Points 1 1 2 2 1 3 5 2 2 3 1

Faction Orc Horde Orc Horde Orc Horde Orc Horde Orc Horde Orc Horde Orc Horde Orc Horde Dark Elf Raiders

+3M

2

3

Dark Elf Raiders

+1M +2S/+2B

1 2

1 3

Demonspawn The Mad Alchemist

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Dragon Giant Rats Mushroom Men Myconid

+3M/+2S/+1C +1B +1C/+1M +2B/+1M

3 1 1 2

5 1 1 2

Dragonkin The Fungus Kingdom The Fungus Kingdom

+1A +3M +3C +2S/+2C

1 2 3 3

1 3 4 4

Dragonkin Orc Horde The Fungus Kingdom

Knight Giant Bats Hydra Troll Fungusaur B: Battle M: Magic C: Courage S: Strength A: Agility

Pre-generated Decks Here are some decks all ready for play

Orc Horde Faction DM Deck 30 standard attack cards 3 Orc Grunts 1 Orc Hunters 2 Goblin Sneaks 1 Orc Shaman 2 Orc Thugs 1 Giant Spiders 1 Goblin Elites 2 Orc Berserkers 1 Troll 1 Orc Warlord 2 Spear Traps 2 Pit Traps 1 Pendulum Blade 1 Portcullis 2 Ambush 2 Vicious 1 Collapse 2 Outnumber 2 Reinforcements

Hero Decks Sir Lamderock Stat Card B +2

M

C +1

Deck 30 standard attack cards 3 Secret Door 5 Heroic Action

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S +1

A

Wounds 6

Heroic Action Defender: Reduce damage suffered in battle by 1

3 Copper Pieces 2 Silver Pieces 1 Gold Pieces 1 Gems and Jewels 3 Experience Advancement 1 Bracers of Strength 2 Magic Blade 1 Hammer of Thor 1 Dragonsbane 2 Healing Potion 2 Life Potion 2 Ring of Accuracy

Magus Sogarth Stat Card B

M +2

C +1

S

A +1

Wounds 4

Heroic Action Evoke: Double the value of Magic attack cards player this turn.

A +1

Wounds 5

Heroic Action Deadly: Cause 1 extra wound in battle

Deck 30 standard attack cards 3 Secret Door 5 Heroic Action 3 Copper Pieces 2 Silver Pieces 1 Gold Pieces 1 Gems and Jewels 3 Experience Advancement 2 Boots of Speed 2 Wand 4 Life Potions 2 Staff of Power 1 Ring of Accuracy

Anwar al’Wasir

Stat Card B +2

M +1

C

S

Deck 30 standard attack cards 3 Secret Door 5 Heroic Action 3 Copper Pieces 2 Silver Pieces 1 Gold Pieces 1 Gems and Jewels 3 Experience Advancement 2 Boots of Speed 1 Magic Blade 1 Wand

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2 Healing Potion 2 Life Potion 1 Dragonsbane 1 Bow of Ages 1 Ring of accuracy Feel free to come up with your own heroes and cards, after all, this is just the starting point! © Jason Newell 2004.

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X–FILES

INTRODUCTION Card game based on the first season of the X–Files.

OBJECTIVE The player to solve the most cases when the deck runs out wins.

THE DECK Players share a common deck.

SETUP Randomly determine who goes first.

TURN SEQUENCE Players take turns. Each turn has 7 phases: Resources Phase Case Phase Agent Phase Complications Phase Investigation Phase Conclusion Phase Debriefing Phase

RESOURCES PHASE Draw 2 cards.

CASE PHASE 2313

You may put an X–File card into play from your hand if you don’t already have one out. (In Play: face up in front of you.)

AGENT PHASE You put 1 or more agent cards into play from your hand.

COMPLICATIONS PHASE Your opponents may attach Plot Twist cards from their hands to your X-File card. (these make the case harder to solve)

INVESTIGATIONS PHASE You may attach Contact & Investigation cards to your X-File card. An X-File may have a max of 2 Contact cards attached.

CONCLUSION PHASE If the point value of your Agent, Contact, & Investigation cards exceeds the combined point value of Your X-File plus attached Plot Twists, you solve the X-File. To solve an X–File you must have at least one Agent in play. Keep your solved X–Files in a separate pile. Discard all Agent, Plot Twist, and Investigation cards after solving the X–File. If you do not solve an X–File in 3 turns, it and all Non-Agent attached cards are discarded.

DEBRIEFING PHASE Max hand size is 4 cards. Discard excess cards.

CARD TYPE NOTATION A = Agent I = Investigation X = X – File C = Contact Z = Discard in Resources Phase to Draw 3 cards P = Plot Twist IP = Investigation Points

X – FILES COMMON DECK CARD LIST Card Name: FBI Special Agent Fox Mulder FBI Special Agent Dana Scully FBI Agent Tom Colton FBI Agent Jerry Lamana Partner Scotland Yard Inspector Phoebe Green FBI Agent Jack Wilis FBI Agent Reggie Purdue FBI Section Chief Blevins FBI Assistant Director Skinner Frank Briggs X – Files The Truth is Out There

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Type A A A A

IP 3 3 1 1

Notes: 6 copies in Deck 6 copies in Deck Classmate of Scully Mulders old Violent Crimes

A A

2 1 A 1 1 1 3 Z

Mulders old Oxford Girlfriend Scully’s old Lover 1 Mulders Former Boss

A A A I I

Retired Detective

Stake Out Interview Inquiry Probe Case History Deep Throat Missing Test Pilot Restricted Military Base Anthropologist Park Ranger Secret Operations Witness UFO’s Missing Memories Roswell Incident Connection The Lone Gunmen Secret Testing Code Name UFO Wreckage Cigarette Smoking Man Discovery Nasal Implants Follow Lead Non-Human Remains Forensic Analysis Psychological Profiling Missing Time Motiveless Murders Unusual MO Finger Prints Investigate Crime Scene Polygraph Test Crop Circles Lost Cellular Phone Suspect in Custody Unorthodox Methods Liver Eating Hibernating Mutant Far-fetched Theory Alien Abduction Old Newspaper Article UFO Sighting Top Secret Satellite Transmissions The Jersey Devil Police Intervention Chase Track Down Suspect Misinformation Lies Psychokinetic Murders Cover Story Medical Examination Mislaid Evidence Voice Analyzer Trace Telephone Calls Small List of Suspects Supercomputer Murderer Final Transmission Toxicologist Quarantine Aggression Enhancing Pathogen Recovered Samples Alien Life Form Find Meteor Surgical Extraction Alien Autopsy Tapes Tight Security Alien Cohabitation

I I I I I C X P C C P I P I C P I I P I I I I I P P P I I I P I I I P I P P X P I I P P X P I P I I I X I C I X I P I I I P X

3 2 1 2 2 Z 8 1 1 1 1 2 1 1 Z 1 1 2 2 3 1 2 2 2 I 1 1 1 2 I 1 1 1 1 3 X 3 1 1 1 1 7 1 2 3 1 1 8 1 2 1 2 2 1 7 1 1 1 8 2 1 1 3 1 1 7

Government Watchdog

2

2

7

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Sabotage Car Crash Attacked by Dog Infected by Parasite Evidence Tampering Tip Off Government Cover-Up Max Fening Ufologist UFO Crash Site Abductee Cattle Mutilations Failed Eugenics Program Evidence Bag Exsanguinations Psychotic Behavior Uncanny Resemblance Coincidence Question Witness Pyrokinetic Assassin Mind Games Unknown Assailant Match Name from List Psychic Convict Agent Skeptical Serial Sex Killings Reclusive Religious Group Clandestine Surveillance Security Camera Footage Trace Evidence Hide Secret Anonymous Tip Off Soul Transference Agent Taken Hostage FBI Protocol FBI Labs Hand Writing Analysis Agent Hesitates Age Reversal Experiments False Death Certificate Agent Suspicious Fake Photograph Extraterrestrial Biological Entity Faith Healer with Touch of Death Native American Shapeshifters Forest Insects Contact Killed Uncover Evidence Suspect Dies Reincarnated Murderer Psychic Frozen Head Witness Murdered Evidence Destroyed Flask marked Purity Control Attempt to Expose the Truth Government Funded Project Trust No One

LINKS Episode Guide Mythology

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P P P P P I P C X I I I I I I I I X P P I C P X P I I P I X P I I I P X I P P X X X I I P X X P P X I P P

1 1 1 1 1 2 2 2 7 2 1 X 1 1 2 2 3 2 7 1 1 2 3 1 8 1 3 I 2 1 2 7 1 1 2 2 1 7 I 1 1 1 7 7 8 2 2 1 8 8 1 1 8 2 1 1

8

2

3

Extraterrestrial DNA

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X-MEN SKIRMISH INTRODUCTION Board & card game for 2 players. Battle between Mutants & Sentinel Robots. Takes place in the X-Men Universe. Each figure (unit) represents a Mutant or Robot.

DISCLAIMER ‘X-Men’ is a copyrighted/trademarked property. This is just a fan site.

VICTORY Destroy all opposing Units.

THE MAP Use an 8x8 chessboard.

MUTANTS & ROBOTS Use chits or miniatures to represent units.

UNIT TABLE Name Jubilee Longshot Havok Iceman Cable Rogue Banshee Professor X Gambit Psylocke Shadowcat Nightcrawler Archangel Beast Colossus Cyclops Wolverine Storm Sentinel

Hits 1 2 2 2 3 2 2 1 1 1 1 2 2 3 3 2 3 2 2

Abilities

Leader Flying Flying Leader

Flying Leader Leader Flying

TYPE X SPECIAL POWER TABLE Name Jubilee Longshot Havok

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Power Fireworks Agility & Luck Plasma Blast

Game Effect Disable Attack: range = 2 Defense Attack: range = 3

Iceman Cable Rogue Banshee Professor X Gambit Psylocke Shadowcat Nightcrawler Archangel Beast Colossus Wolverine Storm Cyclops Sentinel Sentinel

Freeze Strategist Absorb Sonic Shock Mental Bolt Kinetic Energy Psychic Knife Phasing Acrobat Wing Missiles Agility Steel Skin Admantium Claws Weather Control Energy Beams Lasers Neutralizer

Disable Attack: range = 2 Draw 2 cards (once on your turn) Use power of any other X-man in game Disable Attack: range = 2 Attack: range = 5 Attack: range = 3 Attack: range = 1 Move: range = K Defense Attack: range = 3 Defense Defense Attack: range = 1 Disable Attack: range = 6 Attack: range = 4 Attack: range = 4 Negate a Special Power card just played

TYPE Z SPECIAL POWER TABLE Name Cyclops Storm Wolverine Colossus Beast Nightcrawler Nightcrawler Gambit Shadowcat Shadowcat Professor X Psylocke Cable Cable Iceman Iceman Jubilee Havok Banshee Archangel Longshot Sentinel Sentinel Sentinel

Power Bounce Optic Blast Lightning Bolts Regeneration Strength of Steel Bestial Strength LOS Teleport Prehensile Tail Defy Gravity Insubstantial Disrupt Electronics Omnipathic Telepathy Forcefield Firepower Ice Slide Molecular Control Detonate Matter Plasma Blast Sonar Razor Wings Mystical Luck Disintegrator Beams Mutant-Sensors Catchweb

Game Effect Attack: range = K Attack: range = 5 Defense Attack: range = 1 Attack: range = 1 Move: range = 6 Defense Move: range = 3 Defense Attack: range = 1 Look at next 7 cards in deck Look at opponents hand Defense Attack: range = 3 Move: range = 2 Attack: range = 1 Attack: range = 2 Attack: range = 4 Look at opponents hand Attack: range = 1 Draw 2 cards and discard one Attack: range = 3 Look at opponents hand Disable Attack: range = 2

SETUP The X-Man player gets 8 Mutants with a maximum Hit point total of 16. The X-Man team must include one leader. The Sentinel player gets 8 Sentinel Robots. Each player places one unit on each square of his back row. Units may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns.

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Each turn has 3 phases: Orders Phase Move Phase Battle Phase

ORDERS PHASE Draw 3 cards. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MOVE PHASE Play (discard) a Move card to move one of your units. Units cannot move through other units except for Flyers. The move card has a number. This is the number of spaces the unit moves. Moves are diagonal or orthogonal. Instead of moving just one unit in any direction, you have the option of moving one or more units forward the indicated number of spaces using a single move card.

BATTLE PHASE Play (discard) an Attack card to have a unit attack. The attack card has a number. This is the range of the attack. Attacks are diagonal or orthogonal. The enemy unit that is the target of the attack takes 1 Hit point of Damage. Units reduced to zero hits are knocked out and removed from the map. Units cannot attack through other units. Units hit by a Disable attack do not take damage, but cannot move, defend, or Attack for 2 turns.

SPECIAL POWERS Discard a Special Power card to activate a units special power. Note that there are X and Z type special powers. If a unit has 2 or more powers of one type it may choose which one to use.

CARD LIST NOTATION M = Movement A = Attack D = Defense X = Special Card Type = Purpose of card # = Number of that type of card in the deck

CARD LIST Card Name: Walk Jog Run Sprint Fly Fly Fast

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# 5 5 5 4 3 2

Range 1 2 3 4 5 6

Type M M M M M M

Notes

Flying units only Flying units only

Punch Kick Dodge Armor Type X Special Power Type Z Special Power

5 5 2 2 6 6

1 1 -

A A D D X X

Mutants only Sentinels only

LINKS The X-Men

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X-PLOITS INTRODUCTION XXX rated card game. Players score points for sexual exploits they create through card combinations.

DECKS Players share a common deck Each deck has 4 suites: 1. Partners 2. Positions 3. Places 4. Plusses There are also several cards called Spoilers.

OBJECT If the deck runs out, the game ends. At the end of the game, the player with the most points wins.

SETUP Each player is dealt a hand of 7 cards. The oldest and most experienced player goes first.

TURN SEQUENCE Players take turns. Each turn has 4 phases: 1. Draw Phase 2. Discard Phase 3. Exploit Phase 4. Score Phase

DRAW PHASE Draw 4 cards.

DISCARD PHASE Max hand size = 7 cards. Discard excess cards.

EXPLOIT PHASE Skip this phase if you cannot or do not want to play an “Exploit”. An “Exploit” is a combination of cards that includes: 1. One Partner card 2. One Place card 3. One or more Position cards 4. One or more Plus cards

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Place these cards face up on the table.

SCORE PHASE Gain one point for each card in your “Exploit” Any one opposing player may play one Spoiler card to Decrease the point value of your exploit by 3 points.

CARD LIST – PARTNERS Nymphomaniac Trailer Trash Twins of Pleasure Blonde Bombshell Mother & Daughter Team Party Girl Virgin Hippie Chick Girl Next Door Natural Red Head Makeup Sex Rebound Sex Orgy Blow Job Queen Cheerleader Exchange Student Her Best Friend X-Girlfriend Met at a Bar Coed Second Cousin

CARD LIST – PLACES Copy Room Dorm Room While Watching Porno On the Beach Backseat of a Car Waterbed Bathroom Party Moving Vehicle While doing Homework Her Parents House Shower Hot Tub Loft Vacation Camp Club Rooftop Hotel Room In Public

CARD LIST – POSITIONS Up against the Wall Woman on Top Dry Humping Tea Bagging

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Pearl Necklace Kama Sutra Sit on my Face Spread Eagle Ride ‘em Cowboy Ankle Grab Missionary Position X – Position Spooning Doggie Style Rear Entry Deep Penetration Contortionist Hand Job Deep Throat Straight Sex Anal Felatio Muff Diving Legs in the Air Sixty Nine

CARD LIST – PLUSSES Double Team Gang Bang Hand Cuffs

S&M Spanking Screamer Squeals like a Pig Quickie She Swallows Foreplay Strip Tease Didn’t Know her Name Grinding Tongue Bath Multiple Orgasm Underage Kiegel Exercises Shaved Pussy Really Big Tits Tattoos Body Piercing Hot Wax Feather Ice Cube Blindfolded Neck Massage Bite Marks Hot & Sweaty Kinky F—K me Harder! Talk Dirty Little Black Dress Negligee Wham Bam Rough Sex

CARD LIST – SPOILERS 2324

Fat Chick Fell Asleep Smelly Pussy Condom Broke Limp Dick Premature Ejaculation

LINKS Consumptionjunction.com

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XANTH QUEST

INTRODUCTION Board and Card game for 2+ players. Based on the Xanth series by Piers Anthony. If you are unfamiliar with the series, check out the links first. It is light hearted fantasy filled with lots of Magic, puns, clichés, titillation, Mysteries, moral dilemmas, likeable characters, and just good romping fun.

DISCLAIMER Xanth is a copyrighted property. This is merely a fan site.

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VICTORY Be the first player to get your pawn to the end space and then back to the Starting space. (It’s a race game) This represents a quest involving a trek across the dangerous wilderness of Xanth.

PAWNS Each player has a pawn of a unique color. The Pawn represents the players main Character and any Companions.

THE BOARD The Board is a Track 63 spaces long. The first space is the Starting space. The last space is the End space. Space # 32 is the Gap Chasm. Each space must be big enough to contain one face-up card

DICE Six and Ten sided dice are needed.

CHARACTER Each player starts with one Main Character of their choice. This can be any adventuring character from any of the Books. Every Main Character has a Power Level = 3. An example of a Main Character would be Bink or Trent.

THE DECK Players share a Common Deck. There are 10 card types: C = Companion E = Event D = Delay Challenge L = Lethal Challenge Q = Quest Challenge X = Location A = Aid H = Healing N = Divination M = Move S = Safe

SETUP Players put their pawns on the starting space. The best looking player goes first.

TURN SEQUENCE Players take turns. On your turn roll 1D6 and move that many spaces forward. Once you have reached the end space, you turn around and head back.

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If you land on an empty space draw one card and reveal it to all players.

CHALLENGE CARDS If you draw a Challenge card, you must resolve it immediately. Roll 1D10 and add the Power of your Character and all Companions. This is the Hero roll. Roll 1D10 and add the Power of the Challenge card. This is the Foe roll. Hero and Foe rolls are called Challenge rolls. If the Hero roll is equal or greater, the Challenge is defeated. If the Foe roll is greater, the Character is defeated. If a Character loses against a Delay Challenge, the Character misses his next turn. If a Character loses against a Lethal Challenge, the Character must discard a Companion. If the player has no Companions, he misses his next turn. If you win a Quest Challenge, move your Pawn forward 1D6 spaces. If you fail a Quest Challenge, move your Pawn backward 1D6 spaces. The player may play Aid cards to raise his Hero roll total. Discard all played Challenge cards and Aid cards.

LOCATIONS If a Location card is drawn, it is placed into the space. The location card stays there for the rest of the game and must Be encountered by whomever lands on it. Some locations are challenges, some are safe, some require you to roll on Special Tables such as the Settlement Table. Note: You must stop upon entering the Gap Chasm Space. You cannot leave the Gap Chasm until you find a Way across.

SETTLEMENT TABLE 1D10 1 2 3 4 5 6 7 8 9 10

Result: Magical Transport: Move Forward 1D6 Spaces Hospitality: Nothing Happens Intrigue: Miss next Turn Legal Dispute: Miss next Turn Gain Companion: Flip cards & take next Companion in Deck. Reshuffle Receive Aid: Flip cards & take next Aid card in Deck. Reshuffle Information: Look at next 7 cards in Deck Perform Service: Quest Challenge of Power = 6 Difficulties: Flip cards & Face next Challenge card in Deck. Reshuffle Safe Passage: Move Forward 1D6 Spaces

GAP CHASM TABLE 1D6 1-2 3-4 5-6

Result: Find Way Across: You may move next turn No Way Across: Roll again next turn Gap Dragon: Lethal Challenge of Power = 9

AID CARDS If you draw an Aid card, put it in your hand. Max hand size is 4 cards. Discard excess cards.

COMPANIONS 2328

If you draw a Companion card, put into play face up in front of you. The Companion is “attached” to your Character. It stays in play until you lose a Lethal Challenge, or some other misfortune. You can have a maximum of 3 companions. Discard excess Companions.

MOVE, EVENT, DIVINATION, SAFE, & HEALING If you draw an Event, Move, Divination, or Healing card, it must be resolved immediately. Effects of Events vary. For a Move card, immediately move 1D6 spaces forward. For a Divination card, look at the next 7 cards in the deck. For a Healing card, put a Companion in the discard back into play attached to your Character. For a Safe card, nothing happens. Discard the Move, Safe, Event, Divination, or Healing card after it is resolved.

CONFRONTATIONS If you land on another player’s pawn, there will be a duel. (Do not draw a card, and ignore locations) Resolve the Duel like a Challenge. A tie means nothing happens. The higher total is the winner. The loser must miss his next turn.

COMMON DECK CARD LIST Card Name: Pranksters Ruffians Justin Sabrina Repulsion Spell North Village Gap Village Omen Lookout Rock Chameleon Basilisk Fanchon Dee Wynne Fiery Salamander Stench Puffer Castle Roogna Isle of Illusion Coral Sponge Bianca Roland Wild Oats Beerbarrel Tree Locoberry Bush Restoration Spell Will o’ the Wisp Spectre Shade Protected Trail Short Cut Guide Griffin Steed

Type D D N C A X X N X C L A A A L D X X H C C D D D H D L L M M M Q

Power 2 3 1 3 2 4 3 2 1 4 2 2 3 5 1 2 3 3 1 -

Notes: Humans with Heat & Shield Spells Humans with Sword, Gas, & Hole Spells Talking Tree that Gives Advice Smart, Pretty woman with Holograph Spell Protects Villages Roll once on the Settlement Table Roll once on the Settlement Table They always come true Treat as Divination card when landed on Woman. Genius or Beautiful. Monthly cycle. Lizard with Gaze of Death Highly Intelligent Woman Average Woman Very Beautiful Woman Starts strong Fires Olfactory Nuisance Roll twice on the Settlement Table Treat as Delay Power = 5 when landed on Heals wounds Woman with Replay Spell Man with Stunning Spell Home of a Beautiful Nymph Don’t drink too much! Don’t eat too much! Heals wounds Leads one into danger Type of Ghost Weak Ghost Near Settlements Through the Woods Local Inhabitant Hard to Handle

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Map Needle Cactus Village Elders Roc Ghoul Ogre Young Bull Centaur Chester Cherie Kings Path Nicklepedes Unicorn Ride Centaur Tangle Willow Peace Pines Lightning Bugs Winged Cows Wiggle Swarm Breadfruit Tree Stone Doves Confidence Spell Fish River Drowning Lake Werewolf Farm House Lyrebird Clutchroot Medicinal Spell Help a Shade Magic Woods Sea Monster Illusionary Terrain Sorceress Iris Helpful Plants Dryads Grove The Spring of Life Chimera Corporal Crombie Harpy Technicolor Hailstorm Mind Reading Spell Evade Run Away Escape Hide Angry Hippocampus Hidden Door Manticora Bottle Demon Truth Spell Spell Abate Invisible Giant Interference Magic Enchanted Forest Countermagic Invisible Bridge Love Spring Opening Spell Whirlpool Kraken Weed Mermaids Tritons Underwater Caves Acid Crabs Catoblepas Argus

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M L E D L L L C C M L L M L X L S L S S A L L L X D L H Q D L D D S E X L C L D A A A A A L D L N N A L A D A M D M D L D L Q L L L

2 4 2 4 4 3 3 2 4 4 1 9 2 5 5 4 1 2 3 3 6 5 7 5 3 2 5 3 3 2 3 2 3 2 5 2 6 2 4 3 6 6 6 4 3 5 2 3 3

A recent Map Shoots Barbs Roll once on the Settlement Table Hide from Giant Stone Bird Walking Dead Man Eating Giant Looking for a fight Male Centaur Lovely Female Centaur Protected by the Covenant Nickel size bites Horn & Hooves Preferably a Female Centaur Carnivorous Tree Peace Spell: Lethal Power = 4 Semi-Dangerous Domesticated Deadly Flying Worms Food Harmless False Courage Converts drinkers into Fish Drowning Spell Roll once on the Settlement Table Stay and listen to Music Carnivorous Plant Help ghost with unfinished business Ignorance, Fear, and Aversion Spells Powerful Illusionist Blanket Tree, Hotsoup Gourd, Pillbox Bush Roll once on the Settlement Table Treat as a Heal card when landed on Lion, Goat, and Serpent Heads Soldier with Direction Finding Spell Foul Mouthed Flying Scavenger Hail stones the size of Fists Don’t marry the girl with this power The better part of Valor To fight again another day Narrow Survival Skill Man sized Seahorse You have to find it Winged, Scorpion tailed, Man faced Lion Answers Yes or No questions Don’t get Stepped on Self Preservation Spell Misdirection & Repellant Spells Explains existence of most Half-breeds Sucked In Carnivorous Seaweed With Perky Breasts Boyfriends of the Mermaids Difficult to navigate Whatever it is, it’s Ugly as sin Large Fish Headed Pig

Honorable Action History Lesson Hypnogourd Demon Weed Magic Sniffer Vine Tree Forest Trap Vampire Bats Cling Rats Zombie Reptiles Human Zombies Sword Bow & Arrows Questing Rope Magic Fountain Cherry Bombs Ancient Spells Moral Dilemma Ethical Dilemma Choke Bees Dragon Petrification Spell Direction Spell Sphinx Riddle Stun Spell Truce Wyvern Land Serpent Troll Goblins Faeries Herman the Hermit Exiled Blackmail Genie Magic Spotter Noose Loop Bush Ant Lions Set Trap Retreat Phoenix Form Blinding Fog Magical Storm Flying Carpet Travel Conjurer Wolf Head 2 Headed Serpent Practical Decision Calculated Risk Truth Revealed

Q N D L N L D L L L L A A A X A A Q Q L L A M L A A L L L L D C E E L N L L A A M D D M M L L A A N

4 3 3 4 4 2 3 2 2 2 2 3 3 3 6 6 2 8 3 5 3 2 4 5 3 2 5 3 4 2 1 3 2 3 4 2 2 3 3 -

Difficult Decision Human Immigration & Evolution Peephole Spell Carnivorous grass with Stasis Spell Carnivorous Lure Spells & One way Path Blood Suckers Attraction Spell Crocs & Snakes Slow Hand to Hand Weapon Ranged Weapon Treat as a Heal card when landed on

Flying, Fire Breathing Variety Paralyzation

Winged, Poisonous Dragon Hard Heads Magic using Centaur Opponent must go back 1D6 spaces Opponent must go back 1D6 spaces Carnivorous Bush Colony Fiery Bird

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LINKS Hi Piers Xanth World Castle Roogna Draco’s Xanth Page Allscifi.com Ivy’s World of Xanth The Land of Xanth

GAME DESIGNERS NOTES I read the first 9 books of the series in my teens. I just reread the first book, “A Spell for Chameleon”. This game is based 98% on the material in that book. I recommend the book. Its fun, cute, clever, and thought provoking. Piers Anthony is one of my personal favorites, along with Asimov, Heinlen, and Clarke.

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YELLOW SUBMARINE

INTRODUCTION Board & Dice game for 2-4+ players. Based on the Song/Movie by the Beatles.

DISCLAIMER Yellow Submarine is a copyrighted, licensed property. This is merely a fan site.

THE BOARD The Board is a psychedelic winding track of 39 spaces. Space # Description: 1 Start (Liverpool) Magical Mystery Tour 2 3 Song 4 5 Sea of Monsters (Adventure) 6 7 Song 8 9 Suckophant (Adventure) 10 11 Song 12 13 Sea of Holes (Adventure) 14 15 Song 16 17 Pepperland (Adventure) 18 19 Song 20

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21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39

Apple Bonkers (Adventure) Song Snapping Turks (Adventure) Song Four-Headed Bulldogs (Adventure) Song The Dreadful Flying Glove (Adventure) Song Blue Meanies (Adventure) Song (End): All You Need is Love

THE PIECES Each player has a Pawn (Submarine) of a different color. A six sided die is needed.

WINNING Make it to the End Space & sing (Everybody now…) “All You Need is Love”.

SETUP Players place their Pawns in the start space. Roll high on 1D6 to see who goes first.

TURN SEQUENCE Roll 1D6 and move that many spaces forward on the track. If you land on a Song space, draw a song card & sing the song. If the song deck runs out, pick another Beatles song you know to sing. After singing roll 1D6 & move again. If you land on an Adventure space, you must move backwards 1D6 spaces. If you land on a Blank space your turn ends.

SONG DECK CARD LIST Card Name: We All Live in a Yellow Submarine Sergeant Pepper’s Lonely Heart Club Band Help! I Need Somebody Love Me Do With a Little Help from my Friends A Ticket to Ride Nowhere Man Paperback Writer All Together Now

GAME DESIGNERS NOTES Play some Beatles Music before, during, and after.

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LINKS Review

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YOUNG WIZARDS DUEL INTRODUCTION Card Game for 2+ players. Fantasy Combat Theme. Educational: Basic Math Skills for ages 6-8+

VICTORY Reduce your opponents to zero Magic Points.

MAGIC POINTS Each player starts with 25 Magic Points (MPs). If you lose all your MPs you lose the game. Use change (coins) to keep track of MPs.

THE DECK Players share a common deck. The deck has 50 cards. The deck has 5 Suites and 10 cards in each Suite. The Suites are: 1. Fire Ball 2. Lightning Bolt 3. Heal 4. Shield 5. Creatures Each card has a numerical force value (level) ranging from 1 to 10.

FIREBALLS Fire Balls (FBs) do damage equal to their level. FBs can target your opponent. Your opponent loses Magic Points when hit by a FB equal to the level of the FB. FBs can also target Creatures. If the FB level is equal to or greater than the level of the Creature, the Creature is discarded. You can only play FBs on your own turn. FBs are discarded immediately after being played.

LIGHTNING BOLTS Lightning Bolts (LBs) do damage equal to their level. LBs can target your opponent. Your opponent loses Magic Points when hit by a LB equal to the level of the LB. LBs can also target Creatures. If the LB level is equal to or greater than the level of the Creature, the Creature is discarded. You can only play LBs on your own turn. LBs are discarded immediately after being played.

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HEAL CARDS When you play a Heal Card (HC), you regain lost MP equal to the level of the HC. You cannot have more MP than 25. You can only play HCs on your own turn. HCs are discarded immediately after being played.

SHIELD CARDS You may play Shield Cards (SCs) to negate damage caused by FBs, LBs, and Creatures. Damage prevented is equal to the level of the SC. You can only play SCs on your opponent’s turn. SCs are discarded immediately after being played.

CREATURE CARDS Creature cards (CCs) when played stay in play face up until damage is done to them, causing them to be discarded. Each turn in your Creature Phase, each of your Creatures does damage equal to their level to your Opponent, or a target opponent’s Creature.

SETUP Each player is dealt 5 cards. The youngest player goes first.

TURN SEQUENCE Players take turns. Each turn has 4 Phases: 1. Draw Phase 2. Action Phase 3. Creature Phase 4. End Phase

DRAW PHASE Draw 2 cards from the deck. If the deck runs out, shuffle the discard and draw from it.

ACTION PHASE You may do one of 4 Actions: 1. Play one or more Fireball cards 2. Play one or more Lightning Bolt cards 3. Play one or more Heal cards 4. Play one Creature card Your opponent may play Shield cards to prevent damage done by FBs & LBs

CREATURE PHASE Each of your Creatures does damage equal to their level to your Opponent, or a target opponent’s Creature. Your opponent may play Shield cards to prevent damage done by Creatures.

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END PHASE Max hand size is 7 cards. Discard excess cards.

CARD LIST Card Name: Fire Ball Fire Ball Fire Ball Fire Ball Fire Ball Fire Ball Fire Ball Fire Ball Fire Ball Fire Ball Lightning Bolt Lightning Bolt Lightning Bolt Lightning Bolt Lightning Bolt Lightning Bolt Lightning Bolt Lightning Bolt Lightning Bolt Lightning Bolt Heal Heal Heal Heal Heal Heal Heal Heal Heal Heal Shield Shield Shield Shield Shield Shield Shield Shield Shield Shield Creature Creature Creature Creature Creature Creature Creature Creature Creature Creature

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Level: 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10

Notes:

Spider Goblin Wolf Lion Troll Minotaur Knight Unicorn Giant Dragon

YPRES by Markus Salo at [email protected]

INTRODUCTION Card game of Western Front Battle 1915 (solo or 2 players)

DEAL PHASE Each Player has two decks, the Officer Deck and Unit Deck (Machine guns, Infantry, Artillery). Then there is one common deck, the modifier deck. Shuffle the decks and deal 5 officers to both players and 6 units to both players. Every player has a two d10's as casualty counter to mark 1000 men. There is also 10 terrain markers that are considered as victory points.

DISCARD PHASE You can discard one Unit Card and One Officer card. Then draw replacement cards from Unit and Officer Decks. Put the Discarded Cards at the bottom of Unit and Officer Decks.

MODIFIER PHASE Then both players draw one common deck modifier card and place it face up in front of them. If the card is a Attack card, the player has to Attack. If it's an trench, mud or a barbed wire card, you put it face up in your hand. If it's a diarrhea card, you discard one random unit to discard pile. If both players get Attack card, the Germans attack first. You can use Laisez Faire Officer to Ignore Attack Card.

ATTACK CARD The Attacker places face up the unit cards he wishes to use from his hand on the table. The defending player then puts into place the cards he wishes to use in the defence. Every two units have to have one commanding officer card in play. The Counter Battery Subphase:The Artillery Counter Battery Cards are used first. One Counter Battery Card can be used to eliminate one enemy Artillery or Counter Battery Card. The Attacker goes first. All played Artillery cards are discarded. The Attack Phase: The Attacker adds up all his Attack value points + Artillery fire points and uses the officer modifiers. The defender totals his Defence value points and officer modifiers. If the Defence value is lower than Attack value, the Attacker gets the one Terrain Marker. The Attacker loses the number of men equal to the Defender's Defence value, the Defender equal to the Attacker's Attack value. Both players lose one random played officer per every lost 100 men. AFTER BATTLE: Fill your Unit Hand to six cards and your officer hand to five cards.

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VICTORY: The side that loses his troops loses the game. The player that first posesses 10 Terran markers wins the game. The Cards are included in this .xls -file.

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ZEPPELIN BATTLES OF THE GREAT WAR INTRODUCTION The first trial flights of zeppelins were made in 1900. During WWI the Germans used them to bomb London and Paris. World War I began on July 28, 1914 and lasted until November 11, 1918. By the end of the war, the zeppelins were easy targets for the faster, more agile, smaller, and less fragile fighter biplanes. However, what if Orville and Wilbur Wright did not successfully fly their powered airplane in 1903, but instead ten years later. In this alternate history there are no effective combat airplanes. Commitments in military research and industrial production would have instead focused on the zeppelin as a weapon carrier. This microgame provides a tactical simulation of zeppelin warfare as it once might have been.

SETUP This game requires a hexmap, dice, and chits to represent units. Units willvary according to the scenario.

TURN SEQUENCE 1. 2. 3. 4. 5. 6. 7.

Determine Initiative: Roll High. Initiative loser Moves Initiative winner Moves Roll wind direction and speed seperately for each zep All units fire weapons and deal damage simultaneously Roll for damage caused by fires Patch crews repair damage

ALTITUDE There are 10 steps of Altitude (1-10). Use a ten sided die to record the altitude of your zep. The ground would be considered altitude = 0. A gounded zep is not necissarily destroyed.

ZEPPELIN UNIT TYPES TABLE Airship Class Scout Escort Destroyer Frigate Cruiser Battleship Dreadnaught

Cargo Slots 2 3 4 5 6 7 (+1)

Move Points 5 4 4 3 3 2 2

Hydrogen Gas 10 20 30 40 50 60 (+10)

MOVE POINTS This is the number of hexes a zep can move per turn. Rotating a zep one hex face costs one Move Point(MP). Increasing or decreasing altitude one step costs 1 MP.

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WEAPONS CARGO TABLE Weapons Slots Range Ammo To hit on 1D6 Large Cannon 2 15 5 1-3 Small Cannon 1 10 10 1-4 Machine Gun 1 6 20 1-5 Flame Thrower 1 3 5 1-3 Small Arms 0(1 per zep) 4 Unlimited 1-3 All weapons fire out of a set 90 degree arc (Forward, Aft, Port, Starboard) Determine how weapons are positioned on each zep. Crew Small arms fire can be made in any direction. A target must be at the same altitude or up to 2 steps lower.

OTHER CARGO TABLE Other Cargo Slots Engine 1 Ammo 1 Patch Crew 1 Gas Tanks 1 Bombs 1 Passnegers 1 Bulk Cargo 1 If Ammo, Gas Tanks, or

Notes Increase Base Speed +1 10 Large or 20 Small Cannon Shots. Repair Punctures and put out fires. 10 Gas May be dropped on Zeps. Target destroyed on roll of 1-3 on 1D6. May function as ‘Small Arms' weapon May apply to scenario victory conditions Bombs are destroyed, the zep suffers Blowout.

DAMAGE TABLE Damage Result Flamethrwr Small Machine Gun 1D20 L.Cannon Cannon Small Arms Notes Cargo Hit 1 1 1 1 random cargo destroyed Steering Hit 2 2 2 Zep cannot turn Engines Hit 3 3 3 Base Speed -1 Cabin Hit 4 4 4 Spark- Zep catches on fire Minor Puncture 5-7 5-14 5-20 -1 Gas per turn until patched Major Puncture 8-12 15-19 -2 Gas per turn until patched Crit Puncture 13-18 20 -3 Gas per turn until patched Blowout 19-20 Zeppelin Destroyed Damage: A zeppelin hit by a flamethrower is considered to be ‘in flames' and must roll on the flamethrower damage column once per turn until a patch crew puts the flames out.

PATCH CREW REPAIR TABLE 1D6 1-2 3-5 6

Repair No repairs made 1 Leak (-1 Gas per turn) or 1 Fire 2 Leaks or 1 Critical Puncture or 1 Fire

HEX MAP WIND DIRECTION & SPEED 1D12

Direction of Wind

1D6

Wind Speed

1

NW

1

0

2

N

2

0

3

NE

3

1

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4

SE

4

1

5

S

5

2

6

SW

6

2

7

W

8

E

9 Zep rotates to left 60 degrees. Do not roll Wind speed. 10 Zep rotates to right 60 degrees. Do not roll Wind speed. 11 Zep pushed up 1 Altitude step. Do not roll Wind speed. 12 Zep pushed down 1 Altitude step. Do not roll Wind speed. A Zep is pushed a number of hexes equal to the Wind speed in the indicated direction. Every turn a zep is at less than half gas remaining it drops. Every turn a zep is losing gas, it drops: 1D6 Altitude Steps Dropped:

1

0

2-4

1

5-6

2

Beginning Scenario: Patrol Skirmish over Enemy Lines Zeps start on opposite ends of the map facing towards the middle. Zeps start at an altitude of 1D10. Victory Conditions: Destruction of the enemy. Major victory if both your zeps survive. Victory if only your bigger zep survives. Minor victory if only your smaller zep survives.

AIRSHIPS OF THE GERMAN IMPERIAL ZEPPELIN AIR SUPREMACY DIVISION Size 3: "The Blitzkrieger" LC/SC/MG Size 7: "The Bismark" 2SC/LC/Ft/PC/Engine/Bombs

AIRSHIPS OF THE ROYAL BRITISH ZEPPELIN AIR FORCE Size 6: "The Victoria": LC/LCAmmo/2PC/MG/SC Size 4: "The Liverpool": 2SC/MG/SCammo/Engine

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ZOIDS INTRODUCTION Board & card game for 2 players. Two Rival Teams of Zoid Warriors Face-off. Each figure represents a single Zoid.

DISCLAIMER “Zoids” is a copyrighted, trademarked, licensed property. This is merely a fan site.

VICTORY Destroy all opposing Zoids.

THE MAP Use an 8x8 chessboard. Designate several spaces to be obstacles (Hills, crags, cliffs). Ground units cannot attack through obstacles. Ground units cannot move into or through obstacles.

UNITS Use miniatures to represent Zoids.

ZOID TEAMS Each Zoid has a point cost. (See the Zoid Stat Table) You have 50 points to spend on Zoids. You do not have to get a certain number of Zoids.

SPEED STAT Every Zoid has a Speed level (2-6) Zoids with a Speed level of 5 or 6 are flyers. A higher level gives more availability to Move & Defense Cards.

TOUGHNESS STAT Every Zoid has a Toughness level (1-4) A Zoids starting Hit Points total is equal to its Toughness level. A higher level gives more availability to Defense Cards.

HTH STAT Every Zoid has an HTH (Hand-to-Hand) level (1-4) A higher level gives more availability to HTH Attack Cards.

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RANGED STAT Every Zoid has a Ranged level (2-4) A higher level gives more availability to Ranged Attack Cards.

ELITE STATUS At a cost of 1 point you may buy Elite status for a Zoid or its Pilot. Elite status gives availability to certain Attack & Defense Cards.

SETUP Each player places his Zoids on the squares of his back two rows. Zoids may not stack.

THE CARDS Players share a common deck.

TURN SEQUENCE Players take turns. Each turn has 4 phases: Tactics Phase Maneuver Phase Fire Phase Close Combat Phase

TACTICS PHASE Draw 3 cards from your deck. If the deck runs out, shuffle the discard and draw from it. Max hand size = 5 cards. Discard excess cards.

MANEUVER PHASE Play (discard) a Move card to move one of your Zoids. The move card has a number (level). This is the number of spaces the Zoid moves. Moves are diagonal or orthogonal. Units may not stack. Flying units may move over ground units & obstacles. A Zoid cannot use a Move card of a higher level than the Zoids Speed level. For example: A Zoid with Speed = 3 cannot use a Level 4 Move card

FIRE PHASE Play (discard) a Ranged Attack card to have a Zoid attack. The attack card has a number (2-4). This is the range of the attack. Attacks are diagonal or orthogonal. The enemy unit that is the target of the attack loses one Hit point. Any unit reduced to zero Hits is destroyed and removed from the board. A Zoid cannot use an Attack card of a higher level than the Zoids Ranged level. For example: A Zoid with Range = 3 cannot use a Level 4 Ranged Attack card

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CLOSE COMBAT PHASE Play (discard) a HTH (Hand-to-Hand) Attack card to have a Zoid attack. HTH attacks are always into an adjacent space (Range = 1). The enemy unit that is the target of the attack loses one Hit point. Any unit reduced to zero Hits is destroyed and removed from the board. A Zoid cannot use an HTH Attack card of a higher level than the Zoids HTH level. For example: A Zoid with HTH = 3 cannot use a Level 4 HTH Attack card

DEFENSE CARDS Play a Defense card to negate a target attack. Like Movement & Attacks, the defender must have a high enough level to use the card.

SPECIAL ABILITY CARDS A player may play (discard) a Special Ability card to have a Target Zoid he controls produce one of its effects as Listed on the Zoid Special Ability Card Effect Table.

ZOID STAT TABLE Zoid Liger Zero Mammoth Death Stinger War Shark Sledge Head Pteromander Gun Blaster Dark Horn Geno Breaker Storm Sworder Gordosaur Gojulas Gatordus Blade Liger Geno Saurer Iron Kong Zaber Fang Elite Pilot Elite Zoid

Cost 11 10 11 9 10 9 8 9 10 9 10 10 5 11 8 11 10 1 1

Speed 4 2 2 6 6 5 2 3 3 5 2 3 2 4 2 3 4

HTH 3 3 4 1 1 1 1 2 4 2 3 3 1 4 2 3 2

Tough 3 4 4 1 2 2 3 2 4 2 4 4 2 3 2 3 2

Ranged 3 3 3 3 3 3 4 4 2 2 3 2 2 2 4 4 4

ZOID SPECIAL ABILITY CARD EFFECT TABLE Zoid: Liger Zero Mammoth Death Stinger War Shark Sledge Head Pteromander Gun Blaster Dark Horn Geno Breaker Storm Sworder Gordosaur Gojulas Gatordus Blade Liger

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Effect: Blade Swipe Energy Shield Stinger Attack Dive Undulate Strafe Barrage Auto-Fire Pincer Attack Swoop Armor Plates Tail Whip Force Field Slash Attack

Notes: HTH Attack Defense HTH Attack Move = 5 Move = 3 Ranged Attack = 2 Ranged Attack = 5 Ranged Attack = 3 HTH Attack HTH Attack Defense HTH Attack Defense HTH Attack

Geno Saurer Iron Kong Zaber Fang

Rapid Fire Leap Attack Turret

Ranged Attack = 2 HTH Attack Ranged Attack = 2

CARD LIST NOTATION M = Movement RA = Ranged Attack HA = HTH Attack D = Defense X = Special Ability All = Any Zoid may use this card Range = Exact Distance of Attack or Move User = Which Zoids can use this card Type = Purpose of card # = Number of that type of card in the deck H2 = Only Zoids with an HTH level of 2+ may use this card H3 = Only Zoids with an HTH level of 3+ may use this card H4 = Only Zoids with an HTH level of 4+ may use this card S3 = Only Zoids with a Speed level of 3+ may use this card T2 = Only Zoids with a Toughness level of 2+ may use this card R3 = Only Zoids with a Ranged level of 3+ may use this card B = Look at next 7 cards in the deck L = Look at opponents hand Y = Draw 3 cards Z = Opponent discards 3 random cards EP = Elite Pilot EZ = Elite Zoid

ZOID DECK CARD LIST Card Name Slam Attack Claw Attack Smash Attack Crush Attack Lasers Missiles Energy Cannon Light Armor Armor Heavy Armor Massive Armor Slow Advance Steady Advance Cruising Speed Bound Soar Streak Dodge Evasion Out Distance Special Ability Elite Pilot Elite Zoid Battle Plan Know your Enemy Superior Tactics Awesome Move

Range 1 1 1 1 2 3 4 1 2 3 4 5 6 1 -

User All H2 H3 H4 All R3 R4 All T2 T3 T4 All All S3 S4 S5 S6 S4 S5 S6 All EP EZ All All All All

Type HA HA HA HA RA RA RA D D D D M M M M M M D D D X D HA B L Y Z

# 4 4 3 2 8 6 4 2 3 2 1 4 5 4 3 3 2 3 2 1 6 2 2 2 2 2 2

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ZOMBIE ASSAULT By Jörg Hansen [email protected]

INTRODUCTION A "Zombie Plague" combat dice variant for 1 zombie player and 1-4 human players Subject of the game "They come. And want your brain." Players search the board for equipment which helps them fight their way to the saving car or to barricade in the house. Zombies try to eat the brain of all participants. Material All game components are listed at the bottom. Game setup Each human player chooses a character sheet and distributes 18 Skillpoints among the character traits (movement costs double). He marks the results with chits on the sheet and gets one character pawn in matching colour. The zombie player gets the zombie sheet with common values for all zombies, and 4 zombie pawns for each human character. This is his maximum, which can be raised by some zombie cards and lowered by the death of human characters. The "Car Keys" card is shuffled with 7 other equipment cards and dealt on the search sheet. The remaining equipment cards are shuffled and dealt as well (resulting 3 cards per search box). Characters start at random border, zombies start at opposite border. First human player begins. Game turn Game proceeds clockwise. Character turn: 1) equipment - 2) move - 3) action (one maximum) Zombie turn: 1) appear - 2) move - 3) action (one maximum) Equipment (characters only) All equipment cards of a character may be dropped. Place a numbered chip on the characters space and a corresponding chip next to the board. Dropped items are placed there. A character may take any dropped equipment cards if he's in the same space with such a numbered chip. Adjacent characters may trade their equipment in this phase. Appear (zombies only) Unused zombies (eg. killed in previous rounds) may appear on random starting points. Several zombies starting at the same point may be placed on adjacent spaces. Move Each pawn may orthoganally move a number of spaces up to its "move" trait. Movement may not go through walls and obstacles. Movement through windows cost 2 movement points. Pawns may move through friendly pawns, but the maximum limit is 1 pawn per space after the movement. Action: Search (characters only) Characters may search adjacent search places, if they didn't search the same before. A chip of their colour is placed on the search field and the player draws the top card of the corresponding search sheet. If it's not a "Found nothing" card, the equipment card is placed next to the character sheet, and the zombie player gets 1 zombie card (!).

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Action: Hand-to-hand attack Each pawn may attack adjacent pawns. Attack value of zombies and unarmed characters is their "strength" trait. Attack values of Hth weapons is detailed on the equipment cards. Defense value is always the "skill" trait. Characters may combine their Hth attacks by combining their attack values. Zombies may combine their Hth attacks by getting attack value +1 per additional zombie. Action: Ranged attack (characters only) The target of a ranged attack must be in LOS of the attacker. LOS is blocked by walls, barricades and bushes (not furniture). The attack value is detailed on the equipment cards. Defense value is always the "skill" trait. Characters may combine their ranged attacks by combining their attack values. A critical miss means the weapon is out of ammo. The rifle may be used as Hth weapon afterwards. Action: Barricade A character may barricade or open an adjacent door/window by placing an appropriate marker on the opening or taking it from the board. Zombies may crash barriers, if at least 4 zombies are placed on adjacent spaces next to the barrier. Power-nailed barriers need 8 zombies (see equipment cards). Damage Damaged zombies are killed instantly (exc. zombie master, see zombie cards) and go back to the zombie player who may put them back into play on the next "appear" phase. Killing characters may advance on the emptied space. Damage characters track their damage on the character sheet at the "life" trait. If it's reduced to 0, the character is out of play. His equipment cards are dropped (see "equipment" phase). The death of a character reduces the maximum amount of zombies by 4 (eg. the next 4 killed zombies come out of play) Cards Characters may posess an unlimited number of equipment cards, but never more than 2 weapons (drop all other). They may use their equipment at any time during their turn. Some equipment card are limited in their number of use, which is tracked by chips. The zombie player may have an unlimited number of zombie cards, but uses only 1 per turn. End of game There are 3 ways to end the game: 1.) All search spaces are searched by at least one character. All windows and doors of the house are barricaded. All living characters are inside, all zombies outside the house. Victory for the human players! 2.) All search spaces are searched by at least one character. All living characters spend a whole turn without fight next to the car, one of them possesses the car keys. Victory for the human players! 3.) All characters are dead. Victory for the zombies!

--------------------------------------------------------------------------------------------Game components The map

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The map is a grid of ca. 20x25 spaces. There's a house of ca. 11x11 spaces, divided in 5 rooms and equipped with some windows and doors. Outside there's a car somewhere, maybe a garage as well. Scattered all over the map are some obstacles (bushes and furniture), and 8 search spaces: 1 per room, 3 outside the house. Around the map border are 6 numbered zombie start spaces. Player's stuff Beside the map you need for each human character 1 character pawn, 8 chips and one character sheet in a matching colour. The characters sheet shows the character traits "strength", "skill", "shoot", "move" and "life" and 8 numbered boxes, where player can keep track with chits. The zombie player gets 4 zombie pawns per human character player (+3, one extra marked as zombie master, each one appearing as a result of a zombie card) and a zombie sheet with the values strength=2, skill=2, shoot=0, move=2, life=1. There a 16 zombie cards and 24 equipment cards in play (see below), and a search sheet with 8 boxes according to the 8 search spaces on the map. Furthermore you need some barrier marker, some numbered pairs of chips, some neutral markers and some combat dice. Combat dice Combat dice are ordinary 6-sided dice with two sides called "hits" (5-6) and one side called "klik". All attacks have an attack value that determines how many dice to roll. The attacker rolls and counts his hits. All defenses have an defense value ("skill" in this game) that determines how many dice to roll. The defender rolls and counts his hits. If the attacker gets more hits than the defender, the defender is damaged by the difference. The attacker never suffers any damage. A critical miss is rolled if the attacker rolls at least one hit and more "kliks" than hits (only used for ranged attacks in this game). Equipment Cards # Name Description 6 - found nothing 2 - power pills - doubles movement & strength of a character this turn 3 - first aid kit - 3 uses, regains 1 life point 3 - axe - attack value = strength + 1 1 - power nails - if used at barricading the barrier needs 8 zombies to crash 1 - flame thrower - attack value = 5 in a sector of 3x5 (affects characters too) 1 - molotov cocktail - 3 uses, attack value = 8 in target space, 4 adjacent spaces, 2 two spaces away (affects characters too) 1 - uzi - attack value = shoot + 2 1 - rifle - attack value = shoot + 1, if empty: attack value = strength + 1 1 - car keys 1 - marbles - 3 uses, characters may not be attacked by zombies this turn (inside the house only) 1 - chain saw - attack value = skill + 2 1 - pistol - attack value = shoot + 1 1 - skateboard - movement = skill + 2 (outside the house only) Zombie Cards # Name Description 1 - blackout - move target character this turn 1 - unlivin' next door - place 1 new zombie in an unoccupied room of the house 1 - stooge - target character has half of his movement & strength this turn 1 - miss you - target character must run to one other character (chosen by target)

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as fast as possible 1 - tough guys - all zombies have doubled strength this turn 1 - zombie master - random starting point. strength, skill, move & life = 3 1 - get lost - target character may be moved 6 spaces (or less, if occupied) in a random direction - even through walls 1 - claustrophobie - target character may not enter the house next turn, or has to leave the house as fast as possible 2 - exhausted - target character may not attack next turn (but move) 1 - panic - target character flees all zombies as far as possible for the next 2 turns 1 - butterfinger - target characters drops one random equipment card on a random zombie starting point 1 - surprise - place 1 new zombie next to a character that searched his last turn 2 - fear - target character may not move next turn (but attack) 1 - crash! - remove one barricade Designer's Notes Playing is most fun with at least 2 characters - the more the better. Human players in a 2/3player game are advised to play more than one character simultanously. The scenario (including the grand idea of the barricades) and the map design is inspired by /partially taken from "Zompie Plague" by Brian S. Roe & Scott Kilander (check it out: www.fortressfigures.com/zombieplague/) - hope, no one worries about it, since both games are for fun & for free. The character traits are an simplified example of the combat dice rpg. The character portraits are done with the help of Jeff Heberts awesome Hero Machine (www.heromachine.com). The ideas of the zombies cards are inspired by the stunning artwork of Twilight Creation's boardgame "Zombie!!!", which we used for our copy of the game.

MAPBOARD AVAILABLE Great Design by Jörg Hansen: Download it from here

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ZOMULGUSTAR GALAX INTRODUCTION Careful analysis of Galax by a concerned galactic citizen. Try mixing and matching these and see what works for you... share and enjoy! Proposed Change 1- Target Tracking Instead of declaring targets by hex, declare the ship you are firing on and the range you expect it to be at. Theme RationaleIt's easy for tracking software to determine the apparent direction to a target, but more difficult for it to determine distance and speed (how much to lead). Game RationaleDrastically increases effectiveness of weaponry, also gives incentive for tactical positioning (if I go here, I can almost certainly hit that ship, but that's where he'll EXPECT me to be, so...) This also gets rid of the unusual idea that although we can't predict which hex the ship will end up in, we CAN precisely target individual ships in it. Theme ProblemWhy can't two+ friendlies exchange information to determine the range by triangulation? See idea 3 below. Game ProblemIt's now possible for guaranteed hits on move-1 ships...do we need a fix for that? Perhaps so...if so, then... Proposed Change 2a- Advanced Maneuvers Allow one sideslip (spend one move for the eqivalent of R1L or L1R) per turn. Game RationaleThis eliminates the auto-hit on move-1 ships, and still slightly benefits faster ones. ExtensionsAllow the purchase of additional maneuver drives (most likely at the cost of weapons/ shield spaces as well as 'money'), each one of which allows one sideslip per turn. Obviously the first one isn't free if this is used (too nice to the big ships...) Proposed Change 2b. "She kinna take much more..." Giving up the use of all shields or all weapons allows an additional MP, giving up both gives +2 (3?)MP. Theme Rationale: In desperate situations, power can be diverted to the engines from other systems. Game Rationale: Gives players the opportunity to 'surprise' their opponents, and a good alternative to 2a (though there is little reason they could not be used together). Proposed Change 3: Locked On Target For the cost of a weapon slot, a Targeting

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Computer is installed. Each targeting computer may select only a single enemy ship. When determining hits from a weapon, add up the number of targeting computers on OTHER ships which have selected the target, and allow shots this many hexes off by THIS ship to still hit the enemy. Game Rationale: Can work with either hex or range targeting, adds another layer of strategy to ship design. Theme Rationale: Makes sense, fun to watch everyone go after the low-manueverability escort with 2 targeting computers that's letting the battleship hit with everything. Game 'Problem' (not that bad)- Fighters are no more maneuverable than capships, only faster. Cruisers can 'turn on dimes'. Proposed Change 4- Overloaded Hulls In exchange For an additional weapon/shield slot, a ship may not make more than 1 consecutive turn within a single move order. Game Rationale: That extra weapon benefits the escort a lot more than the battleship (which would only be affected if the 'emergency manuever' rule is in effect) Proposed Change 5- Warp Dissipator A new weapon is available, single slot, cost 1(?), penetrates all shields. If it hits, reduces the targets MP for the next turn by 1. Game Rationale: Just as missiles seem meant to use against big capships (at least in the original), this is the one meant to slow down the little guys enough that they can be taken down easily. Probably best to use either the Targeting Computeer OR this rather than both (at least on a single side) Hmm.... Theme Rationale"....*phtthfft* the aliens **KThrt**eem to have *hisss*oped some kind of energydraining weap*ctjghartkik*..." One side gets target-comps, the other gets dissipators...hmmm...need to fiddle with the costs, but.. Proposed Change 5- The Big Guns. No specifics without playtesting, but I think the game would be that much neater if there were directional-only weaponry. Presumably it would take up multiple slots and cost, and could only be fired directly forward after movement. Enhancements could include, in various mixes a. BIG damage/extended range b. hit all targets on this line c. shield piercing d. etc. etc.

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ZOO INTRODUCTION Card game for 2 + players. Players are Zookeepers competing to build up the best Zoo.

WINNING At the end of 10 turns, the player with the most Victory points wins.

THE DECK Players share a common deck. The deck has 1 of each card described in the card list. Cards represent animals in captivity for viewing as well as other facilities.

CARD TRAITS Each card has 1 or more traits. There are 12 traits: # Trait: 1 Africa 2 Australia 3 Asia 4 Herbivore 5 Carnivore 6 Omnivore/Insectivore 7 Bird 8 Mammal 9 Reptile 10 Primate 11 Special 12 Endangered

Abbreviation: F U A H C O B M R P S E

TURN SEQUENCE Players take turns. After each player has had a turn there is a Scoring round. Each turn has 3 phases: 1 Draw Phase 2 Meld Phase 3 Discard Phase

DRAW PHASE Draw 3 cards from the deck.

MELD PHASE You may put one or more cards into play (In Play: face-up on the table in front of you) All cards played (the Meld) must share 1 trait in common.

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DISCARD PHASE Max hand size is 5 cards. Discard excess cards. The current player may make card trades with other players. (Both players must agree to the trade)

SCORING ROUND This occurs after every player has had a turn. For each of the 12 traits, count the number of cards you have with that trait. That is your score for that trait. The player with the highest score in a trait gets 1 Victory point. Award 1 Victory Point for each of the 12 traits.

CARDLIST Card Name: Chimpanzee African Elephant Mountain Gorilla Bongo Thompson Gazelle Ostrich Black Rhinoceros Lion Impala Red-Billed Oxpecker African Rock Python African Wild Dog Cheetah Hyena Wildebeest Madagascar Lemur African Gray Parrot Meerkat Mandrill Hippopotamus Gnu Crocodile Ploughshare Tortoise Great Egret Zebra Asian Elephant Himalayan Black Bear Komodo Dragon White Bengal Tiger Siberian Tiger Veiled Chameleon King Cobra Dhole (Wild Dog) Arabian Oryx Bactrian Camel Giant Panda Red Crowned Crane Red Panda Snow Leopard Musk Ox Orangutan Peacock Yak Siamang Gibbon Bandicoot

Traits: FPOE FMHE FPOE FMH FMHE FBO FMH FMC FMH FBO FRC FMCE FMCE FMC FMH FPOE FBH FMC FPO FMH FMH FRC FRHE FBCE FMHE AMHE AMO ARC AMCE AMCE ARO ARC AMCE AMHE AMHE AMHE ABO AMOE AMCE AMH APO ABO AMHE APHE UMO

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Duck-billed Platypus Koala Wallaby Tuatara Numbat Emu Kangaroo Kookaburra Frilled Lizard Kiwi Tasmanian Devil Wombat Monorail Tram Tours Gift Shop Walking Tour Wildlife Show Breeding Program International Program Zoological Society Keeper Talks Education Program

UMC UMHE UMHE URCE UMOE UBO UMH UBC URC UBOE UMCE UMH S S S S S SE SE S S S

LINKS http://www.enchantedlearning.com/coloring/Africa.shtml http://www.enchantedlearning.com/coloring/asia.shtml

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ZULU SPEARS SOLO by Markus Salo at [email protected]

INTRODUCTION Solo variant of Zulu Card game. Simulates a battle between Zulu & British Troops. To be played on British side. The Zulu side variant is under construction.

CARDS Player will have to make their own sets of cards. The British and Zulu have their own unique decks. The British also need a d10 (d20) as a troop calculator. On the Deck lists, # = number of that card in the deck. Both decks have 52 cards. Notice that most cards have a force value.

SET UP Shuffle both decks. The British player draws 5 cards. The British start with 100 (200) troops. The number of Zulu warriors is not recorded.

TURN SEQUENCE Draw Phase Fortifications Phase Ranged Attack Phase Discard Phase Zulu Attack Phase

DRAW PHASE The player will draw cards to fill his hand to 5 cards.

FORTIFICATIONS PHASE The British player may lay out any cards described as standing defenses. These are not discarded. They are placed face up in front of the player.

ZULU ATTACK FACE Roll 1d6 to determine how many cards the Zulus use in an attack. Then draw the cards from the Zulu deck and place them face down on the table.

RANGED ATTACK PHASE The British player may next play Cannonball cards. The Cannonball card is discarded and so is one randomly picked card from the Zulu attack cards.

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UNLIKE IN THE ORIGINAL ZULU THERE IS NO DISCARD PHASE ZULU ATTACK PHASE Turn the Zulu attack cards face up. If there is a Sniper card, discard one random british card and discard the sniper card to discard pile. Add up the force value of rest of Zulu attack cards and multiply by 2 if a War Chant card is used. This number is the Total Zulu Force Value. All cards used in the Attack are discarded. The Player may defend with cards he has in his hand. The Ammo Shortage cards are nuissance cards that can not be used or discarded. The Standing defence cards are placed face up in front of the player and will not be discarded during the play. Add up the force value of all of cards played and multiply by 2 if a Rally card is used. This number is the Total British Force Value. All cards except the standing defence cards used in the Defense are discarded. Subtract the Total British Force Value from the Total Zulu Force Value. If the result is positive, this is the number of British troops killed.

ZULU VICTORY If all 100 (200) of the British troops are killed than the Zulu win.

BRITISH VICTORY If the Zulu player goes to draw a card and there are no cards left in his deck and the British player still has troops remaining, than the Zulu give up and go home, and the British win.

ZULU DECK CARD LIST #

CARD

15 10 8 8 5 2 6

Zulu Blood Zulu Shields Zulu Spears Zulu Warriors Zulu Snipers Chieftains Zulu War Chant

FORCE 10 20 30 40 0 50 0

NOTES

British Discards 1 Random Card Doubles value of all cards used in attack

BRITISH DECK CARD LIST #

CARD

10 7 2 4 5 4 1

Fire at Will Volley Ammunition Shortage Bayonets Cannon Ball Barricades Fortified Stockhouse

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FORCE 10 20 0 30 0 20 30

NOTES

British lose 10 Men Zulu Discards 1 Random Card Standing Defense Standing Defense

6 Rally defense 5 Cannon Grapeshot 3 Range Markers 2 Gattling Gun 1 Doctor 2 Swords & Pistols Notes: Play the Doctor card in

0

Doubles value of all cards used in

40 10 Standing Defense 50 0 British gain back 10 lost Men 20 Fortification Phase

GAME DESIGNERS NOTES To set the proper mood, watch Shaka Zulu, or Zulu Dawn before or during play. Players should also use sound effects.

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ZULU SPEARS INTRODUCTION Card game. Simulates a battle between Zulu & British Troops.

CARDS Players will have to make their own sets of cards. The British and Zulu have their own unique decks. The British also need ten tokens to represent ten troops each. On the Deck lists, # = number of that card in the deck. Both decks have 52 cards. Notice that most cards have a force value.

SET UP Shuffle both decks. The Zulu player draws 4 cards. The British player draws 4 cards. The British start with 100 troops. The number of Zulu warriors is not recorded.

TURN SEQUENCE Draw Phase Fortifications Phase Ranged Attack Phase Discard Phase Zulu Attack Phase

DRAW PHASE Both players draw 1 card from their respective decks.

FORTIFICATIONS PHASE The British player may lay out any cards described as standing defenses. These are not discarded. They are placed face up in front of the player.

RANGED ATTACK PHASE The Zulu player may first play Zulu sniper cards. The sniper card is discarded and so is one randomly picked card from the British players hand. The British player may next play Cannonball cards. The Cannonball card is discarded and so is one randomly picked card from the Zulu players hand.

DISCARD PHASE If the Zulu player has more than 7 cards he must discard the excess. If the British player has more than 6 cards he must discard the excess.

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Players may also discard any cards they don't want.

ZULU ATTACK PHASE The Zulu player may decide not to attack. If so, the turn ends. If the Zulu player has an Attack card he may discard it to attack. The Zulu must attack with at least one card with a force value of greater than 0 and up to 1 War Chant card. Add up the force value of all of these cards and multiply by 2 if a War Chant card is used. This number is the Total Zulu Force Value. All cards used in the Attack are discarded. The British may defend with at least one card with a force value of greater than 0 and up to 1 Rally card. This includes Standing Defense cards. Add up the force value of all of these cards and multiply by 2 if a Rally card is used. This number is the Total British Force Value. All cards used in the Defense are discarded. Subtract the Total British Force Value from the Total Zulu Force Value. If the result is positive, this is the number of British troops killed.

ZULU VICTORY If all 100 of the British troops are killed than the Zulu win.

BRITISH VICTORY If the Zulu player goes to draw a card and there are no cards left in his deck and the British player still has troops remaining, than the Zulu give up and go home, and the British win.

ZULU DECK CARD LIST #

CARD

10 9 8 7 5 7 2 6

Zulu Blood Zulu Shields Zulu Spears Zulu Warriors Zulu Snipers Attack Chieftains Zulu War Chant

FORCE 10 20 30 40 0 0 50 0

NOTES

British Discards 1 Random Card Discard to attack Doubles value of all cards used in attack

BRITISH DECK CARD LIST #

CARD

10 7 2 4 5 4 1 6 defense

Fire at Will Volley Ammunition Shortage Bayonets Cannon Ball Barricades Fortified Stockhouse Rally

FORCE 10 20 0 30 0 20 30 0

NOTES

British lose 10 Men Zulu Discards 1 Random Card Standing Defense Standing Defense Doubles value of all cards used in

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5 3 2 1 2 Notes:

Cannon Grapeshot Range Markers Gattling Gun Doctor Swords & Pistols Play the Doctor card in

40 10 Standing Defense 50 0 British gain back 10 lost Men 20 Fortification Phase

GAME DESIGNERS NOTES To set the proper mood, watch Shaka Zulu, or Zulu Dawn before or during play. Players should also use sound effects. Check out this Rourkes Drift Zulu Variant Check out this Solo Zulu Variant

ZULU CARD SETS Created by Markus Salo ([email protected]) Check these out, they're really cool! Standard Game Cards Solo Game Cards Also found at the Thoth website.

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WARPSPAWN CAST Lloyd Krassner Author of hundreds of games. Self Published in the Warpspawn Games Website. Personal Factoids: 2 Sons and an understanding wife. Pharmacist (God help us all). Taught College Biology for 5 years. Used to work in a Pawn shop. Pack Rat: Games, Toys, and Books Gottardo Zancani (Zak) Janne Thorne Jason Newell Official Warpspawn Cartoonist. Has made cardsets for numerous games. Author of Troll Treasures & Hunt the Wumpus Peter Cobcroft (Curufea) Markus Salo

Author of: Norse Odyssey, F-14, Ypres, Winter War, Protecting the Skies, Regular contributor to the Review Page Web Page Personal Factoids: He owns the Boat, Has a summer home, Enjoys sauna, beer, "makkara" (=Finnish sausage), barbeque and ice-swimming. Mike Marinos Ian Milnes Tom Higgins

Tom features Warpspawn games in his zine Countermoves. [email protected] Warpspawn Rules PDF Files Rabbidgerbal David Ashton Michael Callahan Peter Schutze Brian Train Peter L. de Rosa Frederic Moll Ronald Pehr Jörg Hansen Mike Murgatroyd Emmanuel Delva Geo Gibson Dragyn Jon Parshall Dana Darby Wolfhvl (Matt R.) Joe Nixon Mike Mifrin Aaron Dalton Walt O'Hara Dave Sanborn Steven Cranmer Tryvor J. Phillips Dave Stattler Patrick Bunch C Gerard Luft Alexander Herklotz Jörg Hansen Patrick H. Lewis Talk about name dropping... If you're not on the list it doesn't mean I don't like you, I'm just saving the best for last. I will only make pages for people who send me pics or links to pics. If there are any mistakes, omissions, or sensitive material please let me know. For a real trivia game try to find out what each of these people contributed!

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